Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Is there a need for a simplified D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="reanjr" data-source="post: 1755774" data-attributes="member: 20740"><p>I think that's the key to your post. With the older rules, players would act more reasonably and not treat the rules as tools to kill and become more powerful. All these combat rules and tables and subsystems that all mesh in a universal way causes people to look at the system and get the distinct impression that D&D is a math game that is supposed to be calculated for maximum efficiency. Ruins the feel of the game.</p><p></p><p>If it were up to me, combat maneuvers other than attack and charge would be removed. If the character wants to do something like that (trip, disarm, sunder), fine. But it would be up to the DM to adjudicate it.</p><p></p><p>One attack per round. This abstraction gives leeway in how you describe attacks. You can describe a great powerful attack as a series of blows, for instance, while the current system is basically telling you this is wrong.</p><p></p><p>Universalize the skill system a little bit. I'm not necessarily against class skills and cross-class skills, but I think the classes' skill sets could be widened a bit and given more skill points. Certain skills should also be split up to avoid skill pumping a few really good skills. I mean seriously, there is almost nothing in the MM that can hide well at all from a 5th level rogue or ranger who concentrates on those aspects of their career.</p><p></p><p>Movement should be abstracted as well. Movement should not cause attacks of opportunity, though expanding the other actions that do may be appropriate.</p><p></p><p>Grappling should be redesigned from the ground up. The current incarnation is a horrible beast.</p><p></p><p>Turning should also be redesigned or dropped.</p><p></p><p>Animal Companions, Special Mounts, and Familiars should not be treated as items. It reinforces the idea of gathering equipment to make one's character more and more powerful. They should neither get nor grant any special abilities other than ways to communicate with their master. I just despise dealing with this real-in-game situation: Ranger's lion insults the Wizard. Wizard casts shocking grasp on his toad familiar and throw it at the lion to deliver a touch spell. I said the lion ate the toad in retaliation. Player actually had the nerve to be pissed and complain that the toad had alot more hit points left and shouldn't have been able to be killed so easily. This is endemic of the problems in the presentation of the system.</p><p></p><p>Magical items should not be so easy and straigthforward to create. The creation of a magical item should be a game opportunity. It should not be a a way to expend some excess cash and XP to become more powerful.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1755774, member: 20740"] I think that's the key to your post. With the older rules, players would act more reasonably and not treat the rules as tools to kill and become more powerful. All these combat rules and tables and subsystems that all mesh in a universal way causes people to look at the system and get the distinct impression that D&D is a math game that is supposed to be calculated for maximum efficiency. Ruins the feel of the game. If it were up to me, combat maneuvers other than attack and charge would be removed. If the character wants to do something like that (trip, disarm, sunder), fine. But it would be up to the DM to adjudicate it. One attack per round. This abstraction gives leeway in how you describe attacks. You can describe a great powerful attack as a series of blows, for instance, while the current system is basically telling you this is wrong. Universalize the skill system a little bit. I'm not necessarily against class skills and cross-class skills, but I think the classes' skill sets could be widened a bit and given more skill points. Certain skills should also be split up to avoid skill pumping a few really good skills. I mean seriously, there is almost nothing in the MM that can hide well at all from a 5th level rogue or ranger who concentrates on those aspects of their career. Movement should be abstracted as well. Movement should not cause attacks of opportunity, though expanding the other actions that do may be appropriate. Grappling should be redesigned from the ground up. The current incarnation is a horrible beast. Turning should also be redesigned or dropped. Animal Companions, Special Mounts, and Familiars should not be treated as items. It reinforces the idea of gathering equipment to make one's character more and more powerful. They should neither get nor grant any special abilities other than ways to communicate with their master. I just despise dealing with this real-in-game situation: Ranger's lion insults the Wizard. Wizard casts shocking grasp on his toad familiar and throw it at the lion to deliver a touch spell. I said the lion ate the toad in retaliation. Player actually had the nerve to be pissed and complain that the toad had alot more hit points left and shouldn't have been able to be killed so easily. This is endemic of the problems in the presentation of the system. Magical items should not be so easy and straigthforward to create. The creation of a magical item should be a game opportunity. It should not be a a way to expend some excess cash and XP to become more powerful. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is there a need for a simplified D&D?
Top