Ranger REG
Explorer
I don't know if the original poster wants a conversation, or confirmation to his statements (just to see if others agree with him).
Are there any particular rules you find nit-picky, more hassle then reward? Maybe Attacks of Opportunity? Just drop those rules. Are you trying to use every new book that comes out? If that has become a pain, just stop adding rules.tbitonti said:C1: The focus is too much on rules over ideas, and that really takes away from the core ideas of role playing (imagination!!!)
I don't necessarily agree with your specific complaints, but I think switching to a system like Mutants & Masterminds might help you match game mechanics to mental movie. M&M uses Defense rather than Armor Class and a Damage Save rather than Hit Points, so a hit's a hit, damage is physical damage, and so on.tbitonti said: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.
The nit-picky grid movement issues go away if you streamline the Attack-of-Opportunity rules and get rid of "free" 5' steps, etc.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.
Many feats already work that way. (Most people consider those the "boring" feats, of course...)tbitonti said: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.
Ranger REG said:I don't know if the original poster wants a conversation, or confirmation to his statements (just to see if others agree with him).
Hello and welcome! I don't want to reiterate any of the answers you got from the other posters, and I generally agree with them. But on the other hand, I can imagine your frustration as a player when you are just starting out into the d20 experience. Although the rules of D&D are clearer and more balanced than they ever were, it's a rough time for someone new to the system to understand them fullheartedly.tbitonti said: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: [snip]
Numion said:Well, d20 is just a rules system. It's supposed to be full of rules.
Joshua Dyal said:Who's focus? Frankly, I tend to find this is a group-specific problem, not a problem with d20 per se. I find d20 to be clear and transparent as a system, thus encouraging roleplaying and imagination rather than discouraging it.
Tom Cashel said:A role-playing game does not have to be "full" of rules. D20, however, is chock full of them. Count the number of mechanics in the spell chapter lately?
Therefore, I think it's reasonable to claim that the focus of D20 is on the rules. There's so many of them...how can they be ignored?
As a DM, I feel that the D20 system--especially in its most recent incarnations--reduces the role of the DM to arbiter. Overseeing an arbitration between the rules and the players, that is.
Numion said:All rule systems are full of rules.