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Let's talk about the AD&D 1e Dungeon Master's Guide
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<blockquote data-quote="Belen" data-source="post: 1845894" data-attributes="member: 1405"><p>Standardization is fine. They suffered a major failure with the spell casters though. Magic does not scale well with the non-magic classes, so no balance exists at high levels.</p><p></p><p>They also continually break their own rules by adding to the system, such as the divine feats.</p><p></p><p>Conditional feats are truly broken in the sense that they break the game and slow the pace to a crawl. For example, the feat "Dodge." It requires a inordinate amount of work for such a simple feat. The player has to remember who to apply it too, the GM has to remember which mook it applies too and it usually just gets lost in the shuffle. That is just ONE feat to track. </p><p></p><p>Spells that add temporary modifiers also affect the game. Suddenly everyone has to remember that they get that +1 to hit etc.</p><p></p><p>Also, advanced combat can also be a mess. Grapple, bull rush etc. They all use a slightly different mechanic. I have yet to be in a group that does not spend time looking at the advanced options just about every time they are used. It does not help that AoOs are involved, unless you have the right conditional feat. It really defeats the purpose here.</p><p></p><p>In theory, these things are fine, but that theory relies on every player being a master of the game who makes an extreme effort to keep track of all the optional mods etc.</p><p></p><p>In practice, it is a nightmare. It slows down combat and drains the essence out of the game.</p><p></p><p>So yes, the underlying d20 system is simple, but the current game is terribly complex.</p></blockquote><p></p>
[QUOTE="Belen, post: 1845894, member: 1405"] Standardization is fine. They suffered a major failure with the spell casters though. Magic does not scale well with the non-magic classes, so no balance exists at high levels. They also continually break their own rules by adding to the system, such as the divine feats. Conditional feats are truly broken in the sense that they break the game and slow the pace to a crawl. For example, the feat "Dodge." It requires a inordinate amount of work for such a simple feat. The player has to remember who to apply it too, the GM has to remember which mook it applies too and it usually just gets lost in the shuffle. That is just ONE feat to track. Spells that add temporary modifiers also affect the game. Suddenly everyone has to remember that they get that +1 to hit etc. Also, advanced combat can also be a mess. Grapple, bull rush etc. They all use a slightly different mechanic. I have yet to be in a group that does not spend time looking at the advanced options just about every time they are used. It does not help that AoOs are involved, unless you have the right conditional feat. It really defeats the purpose here. In theory, these things are fine, but that theory relies on every player being a master of the game who makes an extreme effort to keep track of all the optional mods etc. In practice, it is a nightmare. It slows down combat and drains the essence out of the game. So yes, the underlying d20 system is simple, but the current game is terribly complex. [/QUOTE]
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