my ideal system

joethelawyer

Banned
Banned
hi all. long time lurker/reader, first post. been playing dnd since '84. to the powers that be here---feel free to move the thread if it is in the wrong place. it touches on 4th edition, but is more general than that i think.

by way of background, let me start with a broad generalization. back in the day, tsr put out lots of campaign world-specific material and not so much rule-specific material with first and second edition. i guess they figured thats where they can make the most money. wotc, with the open license, put out a lot of core class/race/feat/presitge class stuff. so did a lot of the third party publishers. i guess thats where they figured they could make the most money.

to me, the ideal system is one where i buy the equivalent of the phb, mm, and dmg, and maybe one setting, and everything i need is in there----FOREVER. THEREBY SAVING ME THE MOST MONEY. i want one set of comprehensive all encompassing rules. i dont want a supplement book on ships and sea travel, one on the drow, and one on ogres, each introducing new spells, prestige classes, feats, skills, etc.

to an extent, i do that now. i dm a campaign with 3rd edition rules, not 3.5. we campaign in greyhawk--after the ashes (second edition--i just convert over when i need to), where the war has been over for a couple of years. (carl sargent made the best stuff ever, imho). i use the dmg, mm, and phb. i dont allow prestige classes, or the sorcerer. i use only the races in the phb 3.0 for haracter classes. the only feats and skills allowed are those from the phb 3.0. the only other significant house rules i use are:

1. no teleporting or other fast means of travel allowed, including huge time limits on flying, no wind walk, and phantasmal steed type spells only go as fast as a horse and dont fly, and no etherealness allowed. basically i want my players to have to actually travel like they did in the lord of the rings, where even gandalf rode a horse everywhere.

2. i limit all ability increasing items (belt of giant strength, etc) in that the total of all ability points they can increase is 2 from 1-10th level, 4 from 10th-20th level, 6 from 20th and up. by that i mean 2, 4 or 6 total in all ability scores combined, not 2, 4 or 6 points in each ability score.

that being said, i want a "rules lighter" system than 3rd (or 3.5th) edition. i dont want a chart to determine which hand the ogre uses to wipe his arse. i would however, like some basic guidance rules on naval and siege warfare in the dmg, a few pages on drow culture in the phb, and a couple of paragraphs on the ecology of the ogre in the mm. i'll do the rest.

rant alert: this is a game of the imagination. where's the imagination if there is a rule or rulebook for everything? is it because the educational system sucks these days and kids are simply not capable of it? i mean, putting in the time to create something is half the fun. i think that this is where pencil and paper games have the advantage over the world of warcraft type of mmorpg games. you actually use your brain and imagination to create something. and you learn along the way. i can't tell you how much time i spent as a kid in my local library pouring over books to learn all about vikings, knights, castles, and swords, as well as the history and cultures of various civilizations, so that i could bring all of that to my game. not to mention reading all sorts of fantasy and sci fi novels. rant over.

anyway, this brings me back to my main point. i also want to make up any character i want so that i can duplicate any person i have read in fantasy literature, without being a gimp/loser addition to a group of straight classed characters, not able to pull my own weight.

that being said, i am looking for the basic core 3 rulebooks, with rules that are comprehensive in scope, yet not in level of detail. the character creation and development rules need to be flexible enough to let me do what i want with my characters without making a gimp multiclassed character. the setting needs to be detailed enough that i know the basic country/city information, the geography, environment, and trade and power structures so that i can give the characters a feel of the place and a home to adventure in. i'll figure out on my own the name of the guy who runs the inn on the corner of smog street in the backwater town of bumfudge.

as for the core 3 rulebooks, it seems that as far as character/class/skill/feat/spells/combat creation and development aspects of it go, the best way to go would be to create a system where anyone can be anything they want, using a system where your xp can buy anything you want, from spell casting ability levels in certain schools, to a bonus to attack, to a feat or skill ranking or hp or saving throw bonuses. if you do that, there is no need for prestige classes. every character is unique in class and ability. also, the phb would have every spell, feat, and skill developed thus far. how many official wotc books have had the same spells, feats and skills in them? nice way to rip off your customers.

the dmg would have basic broad rules as described above, which aim for, above all else, to streamline gameplay. they would also have a comprehensive list of magic items and treasure. it would have some basic guidance rules or pc's in certain situations, like naval warfare, wilderness ambushes, mountaineering, and other-planar experiences. basically an improved upon version of the dmg for ad&d 1st ed. that gygax wrote.

monsters would not be "classed" i dont want to figure out feats and skill points for a giant. i just want him to have certain predetermined listed abilities, resistances and powers. also damn near every monster ever created in any supplement or book would be in the mm. we dont need a mm1, mm2, mm3, mm897.

if you cut out the unnecessary art and graphics, bring the font size down to that of the ad&d books, and give us all that i asked for above, even if the books are 600 pages each and cost 75 bucks each, at least once we buy them we are done ever having to buy another book again.

i guess that would be my ideal new edition of dnd.

anyhow, enuf said for my first post.


joe
 

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Yeah... from what you're saying above, it seems that GURPS is the system to fulfill your needs. And I'm pretty sure it's not as complicated as people say. It's entirely built with various pieces that you may use if you want, and can even be rules-light if that's your choice.

Cheers,
 

There are several problems with the idea of "one core system set to rule them all";

1) It's not a financially sound business model. First off, a $225 dollar 1800 page core set would rot on the shelves. Not many gamers would want to or could afford to pitch out that kind of cash for a system. However, at $50 a month you could net $600 worth of purchases over a year from that same player. I believe the model runs better with a "regular content delivered for a reasonable price" approach.
2) People are different and DMs will want options in creating their game. Some people believe in the idea of "cannon" and use everything from one source as written. Others want to hodgepodge it from various sources. Hence the usefulness and general desire for there to be regular supplements and options. A recent design blog or article I read somewhere from WOTC had that person encouraging us that every book will have something useful in it, and that books will not be designed to cater to one "cannon" idea but be useful to all D&D games.
3) No new ideas. Once you fire and forget your 1800 page system manifesto you're done. Unless you come up with some online model for updates (which would go against your original criteria) you really only have that one system. A regular publishing schedule gives us new ideas and new content.
4) Learning curve. If you think 900 pages of material is hard to master 1800 could prove daunting. You would have to offer classes to learn the game. Not to mention indexing, looking up rules during play, referencing, WHEW. It could be ugly.

Even HERO and GURPS (both popular generic systems) have somewhat regular release schedules and their core system "engines" are meant to be customized and universal. If anyone had a reason to release a core rules engine and leave it be, it would be them. So far, I haven't heard of anyone following that model unless falling out of the industry and leaving their one hit wonder alone in the world to fend for itself. :D
 

Your D&D game sounds similar to my own. I love a core game--a lesson learned from 2e. Back in the day, the PHB, DMG, MM & Dungeon were all I needed for the game. 3.0 is really the one I like best. DDM provided a great new dimension for me, but I've opted out of most other new products. Which, ironically, is not really good for the publisher to stay in businness and continue to produce the game that I have enjoyed playing. I think WOTC's new digital initiative is a real try to capture the recurring monthly income that MMOs get. It's good business. Maybe it's good gaming, too; I wouldn't (and most likely won't) know.

As for your perfect game, it sounds a lot like Savage Worlds. That publisher's business strategy is completely different. They market one book as a comprehensive set of flexible rules and several plot point campaign books that include a few new rules with a complete campaign setting and adventure series. It really changed the way I think about gaming altogether. Give it a look.

http://www.peginc.com/Games/SavageWorlds/main.htm

You can even try it for free with the test drive.

http://www.peginc.com/Games/SavageWorlds/Downloads/TestDrive.pdf
 

:D

Thats why I love C&C. Fantasy is my favorite genre and C&C allows me to steal whatever I wish from other games systems and adapt them easily. Plus I like how my C&C Traveller is working out. I am looking forward to their supers game too.


So if you want a system that allows you to use just about any other system out there for inspiration (house rules), and even allows you to adapt the base rules (the SIEGE system) to any other genre (I adapted 2d6 MegaTraveller to it, pretty darn easily to boot), for a $20 PH, your good to go. You probably should get the Monsters and Treasures, just to help you see a solid "baseline" for conversions, but you don't have to. For a setting you can get their Airhde folio, but you can keep going with GH just fine if you wish.


It also sounds like Savage Worlds may suit you as well.

GURPS is a solid system, but takes a bit of work to steal from other systems, and requires you remembering a lot of rules.

If you can find a copy of Big Eyes Small Mouth, it may give you what you want.
 

joethelawyer said:
by way of background, let me start with a broad generalization. back in the day, tsr put out lots of campaign world-specific material and not so much rule-specific material with first and second edition. i guess they figured thats where they can make the most money. wotc, with the open license, put out a lot of core class/race/feat/presitge class stuff. so did a lot of the third party publishers. i guess thats where they figured they could make the most money.
I don't know how the numbers stack up, but I'm pretty sure TSR put out *a lot* of splatbooks, actually. So, unless I'm mistaken, it's in fact more like 'business as usual'.


to me, the ideal system is one where i buy the equivalent of the phb, mm, and dmg, and maybe one setting, and everything i need is in there----FOREVER. THEREBY SAVING ME THE MOST MONEY. i want one set of comprehensive all encompassing rules. i dont want a supplement book on ships and sea travel, one on the drow, and one on ogres, each introducing new spells, prestige classes, feats, skills, etc.
I hear ya. It would be nice. Thing is, I don't know if it exists. Hey, I hope it does. . . but I doubt it, to be honest.


as for the core 3 rulebooks, it seems that as far as character/class/skill/feat/spells/combat creation and development aspects of it go, the best way to go would be to create a system where anyone can be anything they want, using a system where your xp can buy anything you want, from spell casting ability levels in certain schools, to a bonus to attack, to a feat or skill ranking or hp or saving throw bonuses. if you do that, there is no need for prestige classes. every character is unique in class and ability. also, the phb would have every spell, feat, and skill developed thus far. how many official wotc books have had the same spells, feats and skills in them? nice way to rip off your customers.
Hm. Well, here we have a few options. . . none of them perfect, however. GURPS (linked to above), HERO,
Mutants & Masterminds (*can* be used for fantasy, but this is *not* the default usage), Buy the Numbers (for use with D&D 3rd ed.) - and no doubt a few others.

They're all 'point buy' to some extent or other, and players can use experience gained to 'buy' whatever they like for their PCs, more or less.


monsters would not be "classed" i dont want to figure out feats and skill points for a giant. i just want him to have certain predetermined listed abilities, resistances and powers. also damn near every monster ever created in any supplement or book would be in the mm. we dont need a mm1, mm2, mm3, mm897.
Well, *if* you were sticking with 3rd ed. - and heavily house-ruling it - there are alternatives to literally figuring out all the feats and skills of every monster, like say a giant. For feats, maybe pick from a standard array of straight forward feats, things like Power Attack or Great Fortitude. Even have a bunch set aside for each broad creature type (like humanoid, fey, whatever.) For skills, you might look at an option like Level-based Skills, from Unearthed Arcana, but available for free on the linked page courtesy of the OGL. That way, you go with the derault, or you figure whatever skills you think they should have, if you prefer, and they've got them. That's that. No skill points, no hassle.

There are a number of effective ways of streamlining 3rd ed.; that's just one that springs to mind.

And you can't get better price per page than free (i.e., you already have the 3e books.)
 

I like having the basic rules in one book (like in Shadowrun, Traveller: New Era or Mongoose Traveller). Such a book shouldn't be too thick - around 300 pages (sometimes 200 or less) are sufficient - as it should contain only the basics. By basics I mean the chargen procedure, task resolution, combat, specialized rules (i.e. magic for fantasy, hacking for cyberpunk, starship combat for sci-fi) and a general equipment list. Addition books should be either splat-books or gear-books (used mostly in chargen, the relevant parts would later be written on the character sheet), adventures, settings and advanced design rules (mostly for modern/sci-fi with vehicles/starships). That way I have all or most of the rules I need in the course of actual play in one book - the other books are used in chargen or prep. This means less page-flipping during the game - and page flipping is BAD while running a game.

I like rules organized in a rational way. preferably with a copy of the few tables/charts added in a crib sheet at the end of the book, which I could then photocopy to prevent thumbing through the book while I GM.

I like the rules well-explained and easy to remember. Complex rules need clear examples.

An RPG book needs good and relevant art. Some players (such as my girlfriend) are visual and use the art to 'get into' the setting. Races, gear, vehicles, monsters/creatures and their likes need illustrations to help the players visualize them and to help the GM describe them.

An action, especially an attack, shouldn't require more than three rolls (this is one of the weaknesses of Shadowrun). Combat shouldn't reference too many tables, or, alternatively, the relevant information from the few tables should be copyable to the character sheet for quick reference.

Again, page-flipping during actual play = BAD. page-flipping during combat = WORSE.
 

I will third the suggestion for Savage Worlds. Good solid system, yet surprisingly lite on the rules. The power for improvising is back with the GM, instead of rule-lawyering players (no offense as your name includes lawyer).

And.. the settings that they offer (including some made by third party companies) are among the most innovative and interesting I have seen... yet you can have a really mundane 'fantasy' setting as well. Your options for setting can even run the gamut from sci-fi to modern to pulp to horror to historical to fantasy with a huge variety of mish-mash in-between.

If D&D games are absolutely necessary, then I would suggest simply back-tracking to AD&D or even Basic D&D games. OSRIC or Basic Fantasy could fill this niche as well.
 

Just remembered a couple of other things that might help, were you to continue with 3e. First of all, there are some decent alternatives out there, re: those multiclassing / traditional roles issues. For example, the Battle Sorcerer and Cloistered Cleric, again from Unearthed Arcana, originally.

Another thing I'll mention, despite my initial scepticism towards it, is E6. Sure, it doesn't look much. And it isn't much, in terms of rules or details, really. But that's part of its charm, of course.

With that, you could just nix a few problem features, like the Fly spell, if they don't appeal (as you always could anyway). And occurrences like Teleporting PCs? No longer a worry. More powerful magic is however still possible, via Incantations (of which there are a good number, on the E6 wiki), higher level magic items / artifacts, etc.

Again, a big bonus is that you can use a lot of the 3e content you already have access to, both bought and available for free.
 

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