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Is it DnD, or MtG? (General Griping)
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<blockquote data-quote="Akrasia" data-source="post: 1869783" data-attributes="member: 23012"><p>There seem to be (at least) two distinct lines of discussion going on here.</p><p></p><p><strong>(1.) </strong> Whether the rules for 3E give rise to a 'culture' of purchasing new 'crunchy bits' (splatbooks with new feats, prestige classes, etc.) that resembles the 'culture' of MtG -- with the consequence that most current/new D&D players focus on the 'crunchy bits' (and thus view their characters primarily in terms of stats and abilities), rather than 'plot/character elements'.</p><p></p><p><strong>(2.) </strong> Whether the rules for d20 D&D could have been designed in a manner that made feats, skills, the tactical combat rules, and so forth, <em>optional </em> -- rather than required parts of the core system. (The fact that d20 D&D is designed in this way might promote the "crunch culture" mentioned in (1.), but it is a separate matter.)</p><p></p><p>As for (1.), I have tended to think that this was the case, but since I don't have to deal with most players (thankfully), I guess that even if my perception is correct, it is no big deal. Any players I would want to associate with in this hobby would not be ones who focused on the 'crunchy bits' (no matter the system). </p><p></p><p>However, I <em>do </em>find that the mechanics of 3E tend to force one to be aware/conscious of all the 'crunchy bits' almost continually when playing the game (in contrast to, say, Unisystem, where the mechanics tend to 'fade into the background' while playing -- at leat IME). But this is certainly something that can be worked around with a good group.</p><p></p><p>As for (2.), the frustrating thing about 3E D&D is that there is no 'rules lite' alternative version of D&D available right now. During most of the history of D&D, there was always an alternative, simpler set of rules that busy/lazy people could play: viz. the Basic/Expert, and eventually the Rules Cyclopedia, rules. And even AD&D -- not a 'rules lite' system by any definition -- was designed (though probably not intentionally so) in such a way that players could ignore huge chunks of the rules (weapon speeds, weapon vs. armour modifiers, the 1E initiative system, the 1E unarmed combat system, etc.) without unbalancing/ruining the game. In contrast, there is no 'rules lite' version of 3E, and attempts to ignore large parts of the 3E core system (feats, etc.) lead to huge problems.</p><p></p><p>I know <em><strong>many</strong> </em> 'old school' players (30+) who have tried 3E and have either quit altogether, or turned to some 'less crunchy' system (an earlier version of D&D, or another system altogether). The reason: despite using the 'simple' d20 mechanic for most things, acquiring competency in the d20 rules takes a lot of time (especially if you want to DM). While not rocket science, the rules are not easy for many busy 30+ players to master in their limited spare time. Unlike the old days, there is not (yet) a rules lite version of the game for these busy professionals.</p></blockquote><p></p>
[QUOTE="Akrasia, post: 1869783, member: 23012"] There seem to be (at least) two distinct lines of discussion going on here. [B](1.) [/B] Whether the rules for 3E give rise to a 'culture' of purchasing new 'crunchy bits' (splatbooks with new feats, prestige classes, etc.) that resembles the 'culture' of MtG -- with the consequence that most current/new D&D players focus on the 'crunchy bits' (and thus view their characters primarily in terms of stats and abilities), rather than 'plot/character elements'. [B](2.) [/B] Whether the rules for d20 D&D could have been designed in a manner that made feats, skills, the tactical combat rules, and so forth, [I]optional [/I] -- rather than required parts of the core system. (The fact that d20 D&D is designed in this way might promote the "crunch culture" mentioned in (1.), but it is a separate matter.) As for (1.), I have tended to think that this was the case, but since I don't have to deal with most players (thankfully), I guess that even if my perception is correct, it is no big deal. Any players I would want to associate with in this hobby would not be ones who focused on the 'crunchy bits' (no matter the system). However, I [I]do [/I]find that the mechanics of 3E tend to force one to be aware/conscious of all the 'crunchy bits' almost continually when playing the game (in contrast to, say, Unisystem, where the mechanics tend to 'fade into the background' while playing -- at leat IME). But this is certainly something that can be worked around with a good group. As for (2.), the frustrating thing about 3E D&D is that there is no 'rules lite' alternative version of D&D available right now. During most of the history of D&D, there was always an alternative, simpler set of rules that busy/lazy people could play: viz. the Basic/Expert, and eventually the Rules Cyclopedia, rules. And even AD&D -- not a 'rules lite' system by any definition -- was designed (though probably not intentionally so) in such a way that players could ignore huge chunks of the rules (weapon speeds, weapon vs. armour modifiers, the 1E initiative system, the 1E unarmed combat system, etc.) without unbalancing/ruining the game. In contrast, there is no 'rules lite' version of 3E, and attempts to ignore large parts of the 3E core system (feats, etc.) lead to huge problems. I know [I][B]many[/B] [/I] 'old school' players (30+) who have tried 3E and have either quit altogether, or turned to some 'less crunchy' system (an earlier version of D&D, or another system altogether). The reason: despite using the 'simple' d20 mechanic for most things, acquiring competency in the d20 rules takes a lot of time (especially if you want to DM). While not rocket science, the rules are not easy for many busy 30+ players to master in their limited spare time. Unlike the old days, there is not (yet) a rules lite version of the game for these busy professionals. [/QUOTE]
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