Ranger REG
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The OP believes it's WotC's doing. Now he's considering C&C.Umbran said:Who is making you?
That begs a question, though: is having too many rules a bad thing?
The OP believes it's WotC's doing. Now he's considering C&C.Umbran said:Who is making you?
WayneLigon said:See, I remember D&D always using minitaures. They were not mentioned or shown specifically in the rule book, nor did we have the distinction between Small, Medium and Large base sizes and such but there were always a ton of minis involved.
When I first started playing D&D back with OD&D, the guy that ran a lot of our games had a massive fishing tackle box full of tiny drawers. It was stuffed with minis, of every creature type and race. Of course minis were lead back then; that thing must have weighed 40 pounds or more. All the DM's usually had a collection of minis, and they were almost always used.
There were just as many books 'back then', too. Remember all the small hardbacks TSR pumped out? Unearthed Arcana, Wilderness Survival Guide, and the rest - plus the issues of Dragon that had rules or classes you wanted to use, and that's if you're not counting third party materials? 2E had all the Complete XX Handbooks, as well as the Player's Option books later on. Both iterations of the game would require you, if you wished to use all the options, to lug around tons of books. This is again not a new thing.
The tactical/role-playing arguement has been going on for 30 years. It's not a new thing. 1E was not some magical wonderland where people stayed in character and everything was story driven. Those campaigns were exceptions. Most people played D&D as a beer-and-pretzels exercise, not all that far removed from a more complex board game.
It wasn't some rules-light wonderland, either. There were rules vacuums, and gamers abhore a vacuum more than nature does. Any GM worth his salt had pages of alternate rules, his own skill system, tons of tables about everything from social status to what color your hair was, and more besides.
No system is going to make your players want to roleplay rather than follow the carrot-stick of level-power-gold-magic items-level treadmill if they don't want to. None. Not C&C, not True20, not Savage Worlds, not Risus, nothing.
Willthechased said:Remember role-playing, not roll-playing?
Remember role-playing, not roll-playing?
QFT.Shadowslayer said:Bottom line for me is that [C&C makes] homegrown adventures...easier to write...Many DMs turned CK find this change in rulesets liberating.
Also, sometimes I think there's a false assumption about the options thing. People tend to think about more rule==more options, but that's not necessarily the case. The SIEGE engine approach to handling skill and feat-like manuevers actually opens up your options, IMO. That is, you're not restricted to a certain list of skills and feats that you picked. Instead, your PC's class and background are a guideline to the types of "skills" you'd be good at, and you can still attempt feat-like manuevers. Mechanically, the selection of Prime abilities lets you differentiate PCs, too. For example, a Fighter who has Str, Dex, and Con as Primes will be quite different from a Fighter who has Str, Int, and Cha as primes.The trick is to get players that will buy into a game with a lot less options for them. Guys that will use roleplay rather than in-game abilities to make their character different. That's the hard part. 3x is the big dog, so most players will rate lighter games against it. For many that are used to all of 3x's options and choices, it comes up short, and you'd need to be ready that some of your gang won't be interested.
A-f'ing-men.WayneLigon said:The tactical/role-playing arguement has been going on for 30 years. It's not a new thing. 1E was not some magical wonderland where people stayed in character and everything was story driven. Those campaigns were exceptions. Most people played D&D as a beer-and-pretzels exercise, not all that far removed from a more complex board game.
It wasn't some rules-light wonderland, either. There were rules vacuums, and gamers abhore a vacuum more than nature does. Any GM worth his salt had pages of alternate rules, his own skill system, tons of tables about everything from social status to what color your hair was, and more besides.
No system is going to make your players want to roleplay rather than follow the carrot-stick of level-power-gold-magic items-level treadmill if they don't want to. None. Not C&C, not True20, not Savage Worlds, not Risus, nothing.
You maybe need to find a new group, then. All of the games mentioned so far (except maybe Risus) lay the majority of prep work on the GM's shoulders. That doesn't mean players should be sitting around waiting to be entertained. If you're really doing 95% of the work at the game table, you're either railroading the bejeebus out of your players, or your players are asleep.Willthechased said:I found that as the DM 95% of the time it falls on my shoulders the majority of the time to keep the game moving, balanced and fun to play.
If you want less minis-combat action, play a system that doesn't focus on minis-combat action, and find some players who are interested in a game that doesn't focus on minis/combat action. System-wise, my personal recommendation would be Burning Wheel.Willthechased said:Has anyone out there found a way to use the d20 system in a way that encourages less minis/combat action?
Willthechased said:Thanks guys! I understand that it looks a lot like the problem might just be me or my players and I thought so too for a while.