Davelozzi
Explorer
Joshua Dyal said:There's already a house rule in the DMG for a level-based AC progression.
Really? Where? I'm not saying you're wrong, I just can't recall having seen it and would like to check it out.
Joshua Dyal said:There's already a house rule in the DMG for a level-based AC progression.
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!!!)
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.
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.
Well, if you can create such mechanics for the always-evolving d20 System (core and her variant spawns), then I'm ready to listen.mmadsen said:What Celtavian wants, a more "realistic" combat system, does not have to be more complex and more detailed. D&D's combat system is simple, abstract, and decidedly unrealistic, but you can make it more realistic without adding any complexity or detail -- or less realistic while adding lots of complexity and detail. As I said earlier, the goal is to find a solution that maintains the balance and simplicity of D&D while offering more "realism" too.
Certainly a system that replaced AC and Hit Points with a Reflex Save (to avoid an attack) and a Fort Save (to avoid a "telling" blow) would be at least as simple but arguably more realistic -- or at least more concrete, with a hit being a hit, etc.
Joshua Dyal said:There's already a house rule in the DMG for a level-based AC progression. Also, other d20 games (Star Wars, Wheel of Time, d20 Modern) have that as a feature as well. It's perhaps unfortunate that in D&D per se only the Monk has such a feature, but it's really, really easy to add it in.
mmadsen said:I see this argument -- and arguments like it -- often: it's not the rules; it's the players (or the DM). I suggest that it's the rules and the players and the DM. Certainly different groups play very differently with the same rules -- just look at the variety of gaming styles here at EN World -- but that hardly means that the rules have no effect on how the game's played.
If you take your exact same gaming group and switch to Basic D&D, GURPS, or Hero, you'll likely see a change in gaming style. Is the new ruleset 100% responsible for your gaming style? No, but, again, that hardly means that the rules have no effect on how the game's played.
tbitonti said: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
Mutants and Masterminds, anyone? It uses a "damage save" mechanic that's really cool. You could easily expand it so that tough guys are able to "shake off" damage while "quick guys" are able to dodge blows. One of the cool things about it is that everytime you don't succeed, your ability to resist damage drops. So you get worse at avoiding damage the more damage you take. It's a pretty cool way to model decreasing combat ability with loss of health.Ranger REG said:Well, if you can create such mechanics for the always-evolving d20 System (core and her variant spawns), then I'm ready to listen.
Dude, you think we don't know what the rules do? We play too. That's why we post about D&D on the message boards.jessemock said:A good number of the responses here have been either: try some other game system or Rule Zero. Both of these amount to an agreement with tbitonti's complaint: "yes; everything you say is true, but you can just go ahead and not follow the rules you're talking about."
An odd apology.
Why not try to see if the rules do what he says they do?
WayneLigon said:I never assumed D&D was ever intended to model real combat; it's more like the combats you find in a book or movie.
However, it's almost perfect for what it does: create a sense of combat that's real enough without being totally abstract or totally realistic.