I'm not posting this to the rules (or house rules) boards because I
don't have particular rules questions.
This is mildly a rant, but I hope that you will bear with me. Do my
reflections, below, resonate with others in the role playing community?
Here are some beefs that I have with D20 as I have seen it presented:
C1: The focus is too much on rules over ideas, and that really takes
away from the core ideas of role playing (imagination!!!)
C2: The non-simultaneous and non-faced combat takes
away a lot of the grit and verisimilitude from encounters.
The basic problem that I am having is that I cannot imagine what
is happening during an encounter, nor can I use imagination to
decide what to do. Instead, I need to concentrate on what
particular feats I have and troublesome issues of matching my
movement to a grid, and square edged fireballs.
And here is a third:
C3: Feats can be a real pain, and seem to be poorly designed.
What I mean is this: A number of feats (for example, tumbling
and spring attack) provide automatic success with little regard
for the circumstance, and don't provide very well for untrained
use. I would argue that all players can attempt any feat, with
a greater or lesser degress of success. That is, feats should
be more like skills, with feat selection more likeing getting a +4
bonus to that skill.
Thx,
T Bitonti
don't have particular rules questions.
This is mildly a rant, but I hope that you will bear with me. Do my
reflections, below, resonate with others in the role playing community?
Here are some beefs that I have with D20 as I have seen it presented:
C1: The focus is too much on rules over ideas, and that really takes
away from the core ideas of role playing (imagination!!!)
C2: The non-simultaneous and non-faced combat takes
away a lot of the grit and verisimilitude from encounters.
The basic problem that I am having is that I cannot imagine what
is happening during an encounter, nor can I use imagination to
decide what to do. Instead, I need to concentrate on what
particular feats I have and troublesome issues of matching my
movement to a grid, and square edged fireballs.
And here is a third:
C3: Feats can be a real pain, and seem to be poorly designed.
What I mean is this: A number of feats (for example, tumbling
and spring attack) provide automatic success with little regard
for the circumstance, and don't provide very well for untrained
use. I would argue that all players can attempt any feat, with
a greater or lesser degress of success. That is, feats should
be more like skills, with feat selection more likeing getting a +4
bonus to that skill.
Thx,
T Bitonti