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My beefs with D20
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<blockquote data-quote="RFisher" data-source="post: 1338868" data-attributes="member: 3608"><p>C1: I have mixed feelings on this one. (a) It's easy enough to ignore the bulk of the rules, especially since d20 has a good metarule. (b) As a DM, it's comforting to have all those rules to teach you how the designers meant the game to be played. (I guess I see the bulk of the rules as examples rather than rules.) (c) The rules lawyers can make life a tough with so much ammunition. (As a probably-not-completely-reformed rules lawyer myself, please don't assume any negative connotation with my use of the term.) Even people who aren't rules lawyers have more of a tendency to get bent out of shape if you ignore or are ignorant of a particular rule.</p><p></p><p>C2: I dunno. I don't have this problem. I will admit that I sometimes--maybe often--prefer a more abstract combat system. I also enjoy good simulationist, microtactical GURPS style combat, though even having one person that doesn't enjoy that style can make it impractical for a group.</p><p></p><p>C3: In theory, I like the feat system. (a) Having a subsystem for adding boolean (you have it or you don't) abilities to characters is a good thing. (b) Keeping the core combat system relatively simple and adding complexities through the feat system is a pretty cool idea.</p><p></p><p>In practice, though, I find the feats in the game too combat oriented. Sure, you can add lots of non-combat feats, but since only Fighters get a decent number of feats, they won't have a lot of effect. (Imagine a class like the Fighter but built around non-combat feats...hmm...)</p><p></p><p>Also, in the end, I'd rather the combat system be more complex than require feats for so many things. (Well, it'd still be cool to have a few feats for really impressive special combat...er...<em>feats</em>.)</p></blockquote><p></p>
[QUOTE="RFisher, post: 1338868, member: 3608"] C1: I have mixed feelings on this one. (a) It's easy enough to ignore the bulk of the rules, especially since d20 has a good metarule. (b) As a DM, it's comforting to have all those rules to teach you how the designers meant the game to be played. (I guess I see the bulk of the rules as examples rather than rules.) (c) The rules lawyers can make life a tough with so much ammunition. (As a probably-not-completely-reformed rules lawyer myself, please don't assume any negative connotation with my use of the term.) Even people who aren't rules lawyers have more of a tendency to get bent out of shape if you ignore or are ignorant of a particular rule. C2: I dunno. I don't have this problem. I will admit that I sometimes--maybe often--prefer a more abstract combat system. I also enjoy good simulationist, microtactical GURPS style combat, though even having one person that doesn't enjoy that style can make it impractical for a group. C3: In theory, I like the feat system. (a) Having a subsystem for adding boolean (you have it or you don't) abilities to characters is a good thing. (b) Keeping the core combat system relatively simple and adding complexities through the feat system is a pretty cool idea. In practice, though, I find the feats in the game too combat oriented. Sure, you can add lots of non-combat feats, but since only Fighters get a decent number of feats, they won't have a lot of effect. (Imagine a class like the Fighter but built around non-combat feats...hmm...) Also, in the end, I'd rather the combat system be more complex than require feats for so many things. (Well, it'd still be cool to have a few feats for really impressive special combat...er...[i]feats[/i].) [/QUOTE]
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