My preferences for D&D are odd

ferratus

Adventurer
I have largely been lurking around Enworld reading the subdued (thankfully) edition wars but I can't really get involved with the discussion because I am too much of an outsider. I am strongly dissatisfied with 4e but...

- I can't get involved with the old school movement, because while I miss certain aspects of old-school play, I would miss the innovations and improvements that have been implemented into the game in the past 30 years even more.

- I can't go back to 3e, because I spent the last 5 years of that hating that I knew what classes, spells and feats were superior to others and finding DM prep work to be soul-crushing unless I used pre-published adventures.

- I cannot go to Pathfinder because it combines everything I hate about 3e and 4e in one unholy package. I call it "gonzo 3e" when discussing Pathfinder at my table, to the agreement of the Pathfinder player in my 4e game.

There is no edition of D&D that is the right one for me, but I see glimpses of the D&D edition that I want. However, every edition gives me something that I want with the right hand, but takes it away with the left.

Some examples...

1) Tiers of play that divide into dungeon crawling heroic adventures, paragons of legendary heroes, and epic god-like mythological battles. Always present in D&D, but solidified as a trope in 4e.

However, I want to mix it with...

From 1e/2e - Combat abilities (such as Hit Dice and Amour Class) largely cap at level 10, but a play style continues afterward that involves politics, wargaming and mass battles, and realm management.

If you still like your characters and want to continue, why would you want to spend all 30 levels doing the exact same thing? That's 1-3 years of real time, and it always gets stale for me 6 months - 1 year in. So why not change the assumptions of the game to keep it fresh? If all you want to do is dungeon crawl, 10th level is a good place to kill the BBEG and retire at the top of the heap with your keep.

If however you want something different, then after 10 levels of enjoying playing Heroes of Might and Magic III-V on the tabletop, you can get freaky with epic apotheosis. However, the most interesting epic destinies don't require a ceaseless dungeon crawl to get there in my opinion. Immortal Trickster, Demi-god, Eternal King, Saint, Archmage etc. all seem to imply a political career and lots of social interaction beforehand, not just dungeon crawling. Plus, if you are god-like beings, why do you still act like an adventuring party? Shouldn't your game mechanics involve meddling with mortals and causing the Trojan War or Ragnogarok?

2) I want ascending AC... but I want to cap that at AC 30 and cap my to-hit bonus at +20. Why? I want the feeling that you are getting more skilled at hitting things at higher levels, not a ceaseless grind with the same miss chance.

3) I want minis combat... but I don't want it every single time we fight. Setting up minis and tiles is tedious, and while it is fun and interesting for climactic battles, it isn't interesting for dungeon crawling. Dungeon crawling has pretty much died with my 4e game, because my players can't grok to adapting their powers for non-minis play.

I don't want to go back to minis combat that doesn't take full advantage of minis (so 3.5 and earlier are not robust enough rules systems for me) but I want rules that I can run combats without busting out any special equipment (so 3e and 4e aren't satisfying either). 3e and Pathfinder are actually the worst of both worlds for me, because minis are essential enough that you need them (or some sort of marking tokens) but they don't take full advantage of the tabletop minis format like 4e.

4) I hate the diplomacy skill.
I don't mind the other social skills (intimidate, bluff, insight) because it is a single action in the narrative. But diplomacy is about persuading someone or convincing them to "like you". That's a whole conversation that is reduced to a single dice roll. The logic in bringing it in was that less socially adept or shy players have limitations of playing charismatic characters, and need the assistance. Well, after 10 years, I'd like to call this experiment a failure, because shy or socially inept players still can't play charismatic heroes, and it just encourages players to run roughshod over plot. Intimidate is good for expressing your will forcefully, bluff allows you to sell your position to the person you are trying to persuade, and insight is good for getting hints from the DM on what the NPC's want to hear. Even the most socially inept PC's are able to piece together the clues and make a convincing case, rather than reaching for the Diplomacy skill right off the bat. The roleplaying aspect of the game was better off without diplomacy in it, though better when it includes the other social skills.

5) I hate the DC system. Most specifically, I hate the fact that you assign a difficulty class based on how easy or hard a PC finds a skill or task. If you are going to assign a difficulty low enough that they are pretty much assured success, then why not just let them do it? If you are going to make it impossible for them to succeed, just tell the PC's it is impossible. If you are going to make it somewhat likely that they will succeed, just have a pass/fail mechanic like rolling saving throws. Figuring out DC's is just a waste of time.

So where I'm odd here is that I want a resolution mechanic similar to what they used in proficiencies, but with the skill system of post-3e.

6) I love conditions, unreservedly. I have yet to see any monster attack or character ability that can't be mimicked adequately by using conditions, and they are very simple and quick to implement. Crippling wound? Slowed and ongoing damage. Someone threw dirt in your eyes? Blinded. Hit exceptionally hard upside the head? Dazed. Shadow drained your strength? Weakened.

Nobody, as far as I know, has shown any interest in adding 4e conditions to the rules systems of old school D&D or old school monsters.

7) I hate the powers system, unreservedly.
At-wills are too repetitive. Encounter powers are front-loaded in encounters, and thus the combat drags after they are spent. Dailies are hoarded all day, and you have the sheer disappointment of knowing you'll have to wait 1-4 weeks before you can try it again.

Plus, every power is built on the very flexible system of combining damage, a condition, and an attack type (melee, ranged, area burst etc.). It could be so much more fluid if we could flexibly build these special attacks instead of relying on a straight jacket of choosing a single attack every level or two.

But I haven't seen too many complaints about how the powers system was implemented, just a pox on the existence of powers in general.

8) But.... I love the idea of powers. I don't want to go back to the case where only wizards have special attacks. It doesn't make any sense why a wizard has a disintegrate spell that causes someone to instantly die, but a rogue doesn't have a "knife to the head" attack that does the same thing. It doesn't make sense that wizards can become godlike arcanists, but fighters can't become super soldier kung fu assassins that can cut giants in half with a single blow or leap tall buildings in a single bound. Powers also allow players to have a more exciting and descriptive experience with combat, rather than "I hit and hit again". True, you can describe an abstract attack roll however you wish, but it helps if you aren't just doing damage to a single creature. Being able to target multiple opponents, trip them, slow them, blind them, daze them or whatever helps sell the experience. Just not if you do the same injuries in every encounter, or (even worse) round to round with your at-wills.

-----------------------------------------------------------

So as you can see, I don't really fit in the new or old school. I hate things nobody else seems to dislike, and I want things few others want. Certainly, I am a heretic for wanting to blend old and new school assumptions of rules mechanics and playstyle, as it seems I am forced to choose between the two unless I want to build my system from scratch. It also seems, based on the fan community, that I have to choose sides between the new school or the old school, or at the very least play one or the other at a time.

Is there anyone else out there that also feels that blending the various mechanics of different D&D systems would be better than any one edition of the game?
 
Last edited:

log in or register to remove this ad


1. We generally play characters to around 8th-10th level and then semi retire them. We play new characters and once in a while we break out the old ones and do a paragon adventure. This way, the world seems like there are far fewer paragon threats than heroic. We have yet to hit epic with any 4th edition characters.

2. If you cap your to hit bonus at +20, wouldn't you hit less? Or are you capping AC at 30 (as opposed to "level 30")?

3. We play 4th edition with graph paper. We haven't used any minis in our game. Works fine for us.

4. Then don't allow diplomacy checks in your game. Its not a big deal. Just warn your players before they create characters.

5. I don't get it. It is YOUR game to play how you want to play it. If you want to get rid of DCs, that is fine. However, DCs can make things interesting. Say you want something that is impossible to do, and the character rolls a natural 20 on the DC check. Well, the characters are heroic, so let the character enjoy the fact that he rolled a 20, and let the impossible happen. You are playing to have fun right? The chance of rolling the dice is half the fun!

6. Conditions are cool.

7&8. At wills are no more repetitive than any other combat system D&D has ever used. At least you get two different ones. Encounter powers do tend to be used at the beginning of the encounter. No fix for this, is fun to start out on a high note. We fixed daily powers by making them daily in the real life sense. We normally get through 4-5 combats a session, so we allow the daily powers to be used once a session. Makes the game much more fun. I usually half the HP of monsters and double their damage. This makes the combat faster but not any less dangerous.

Why do you need WotC to put out the edition that is perfect for you? Why can't you play the game for yourself? My group still hasn't used the bloodied condition, and any powers that give temporary hit points give real hp. However, I will be playing a barbarian soon, so we will be starting to implement bloodied into the game.

Now go enjoy a great New Year, with plenty of gaming!
 


2. If you cap your to hit bonus at +20, wouldn't you hit less? Or are you capping AC at 30 (as opposed to "level 30")?

Fixed. Thank you.

3. We play 4th edition with graph paper. We haven't used any minis in our game. Works fine for us.

Even that seems a bit too clumsy for me. Using the minis themselves isn't the problem, it is the need for the board itself and the tracking of the monsters and PC's and the effects of the powers. A simpler more abstract combat system would be better for exploration before the climactic battle with the dungeon boss. When the dungeon boss shows up (or a particularly interesting room) I want to track position, and special attacks, and the whole flow of cinematic 4e battle. The rest of the time, I want short and sweet vanilla combats like old school battles (but perhaps even simpler than that).

5. I don't get it. It is YOUR game to play how you want to play it. If you want to get rid of DCs, that is fine. However, DCs can make things interesting. Say you want something that is impossible to do, and the character rolls a natural 20 on the DC check. Well, the characters are heroic, so let the character enjoy the fact that he rolled a 20, and let the impossible happen. You are playing to have fun right? The chance of rolling the dice is half the fun!

Sure, but you don't need DC's for that right? Just say "it is impossible unless you roll a 20 on your skill check". You don't need to know it is DC 40.

7&8. At wills are no more repetitive than any other combat system D&D has ever used. At least you get two different ones.

True, but it could be better. A basic attack with different effects stacked on it (perhaps based on your die roll) would be more interesting than picking two attacks to use all the time.

Encounter powers do tend to be used at the beginning of the encounter. No fix for this, is fun to start out on a high note. We fixed daily powers by making them daily in the real life sense.

We normally get through 4-5 combats a session, so we allow the daily powers to be used once a session. Makes the game much more fun.

Sure but you only play D&D every 1-4 weeks right? So you have to wait that long before you use it again, after anticipating being awesome with it and then blowing it with a miss on the die roll. It is the biggest downer in 4e.

We recover a daily per milestone to make it tolerable, but that simply shifts the problem of dailies into the problem with encounters.

Why do you need WotC to put out the edition that is perfect for you? Why can't you play the game for yourself? My group still hasn't used the bloodied condition, and any powers that give temporary hit points give real hp. However, I will be playing a barbarian soon, so we will be starting to implement bloodied into the game.

Oh, I'm planning to build my own system of rules (and I currently play 4e whenever I can), but I'm just pointing out that I seem to have different goals in my gaming than most others on this site and wondering if anyone else feels like they feel outside the general culture of D&D gamers in terms of their gaming preferences. I'm seemingly neither old school or new school, because I find value in all editions, but find all of them to be flawed enough that I find those flaws to be fundamental problems.
 

If you can suggest one that has the D&D experience I want, I'm all ears. I still want D&D, but I have problems with all the editions.

You seem to like bits and pieces of each of the editions. You may find one of the various 'toolkit' or 'generic' systems to be useful since they allow a little more flexibility when it comes to modifying the system.

The downsides? Some people don't like having to take extra time to craft elements of the game world. For example, in one of the games I play, there's not necessarily an official published orc or elf in the same way there is with D&D; instead, I took time to write up how those creatures are defined in my world. For me, I don't mind. For others, they want more canned content.

You also seem to want to cap some of the game progression at a certain level. Some games don't use levels at all.

It's hard for me to fire off a specific suggestion without knowing a little more about how the game plays at your table versus how you want it to play. I also think some of my own personal preferences would bleed too much into my answer.

My point for offering the suggestion is that there are many good games out there. It might be a good idea to at least look at how some of them work. Many of them even have free previews of their games.

Offhand, I know the folks over at Steve Jackson Games have previews of their games -GURPS Lite and Ultralite. While I've not played Savage Worlds, I think they do too, and I've heard good things about it. Swords & Wizardry and Labyrinth Lord are also games which have free versions. Those are only a few among what I'm sure are many more.
 

It seems that with your dissatisfaction with the various editions, then your choices are 1) work with the edition that you feel best emulates what you're looking for and houserule as much to capture all the aspects of your vision, or 2) consider a different fantasy rpg that may open other avenues of thought and processes that you haven't considered.

From reading what it is you're looking for, it seems like you want maybe BECM D&D and then you'll need to reverse the mechanics to create an Ascending AC. You won't have to worry about skills.

For example, here's the case for BECM D&D:

Tiers of play--you have this with Basic, Expert, Companion and Masters sets. If you cannot find these books, try looking for the Rules Cyclopedia.

Ascending AC--this you'll have to houserule, but you can easily take the charts in the game and flip them for positive numbers.

Minis combat--easy for just about any rpg.

Diplomacy skill--BECM doesn't use skill checks.

DC system--doesn't exist in BECM

Conditions--BECM has some of them, but you'll need to houserule all the others that isn't in the game.

Powers--BECM doesn't use them, but you can create special abilities for each class to have and use since you like the concept.

There you go!
 

Perhaps, as Kitsune suggested, you should consider taking an Old School version of D&D and adding on your own stuff? You could use Mentzer (BECM), or even just take OD&D and come up with your own "Supplement N: Ferratushawk". I think that most of this stuff works best if kept simple.

Example: take your conditions, and figure out how difficult they should be to apply to a foe. That becomes your To Hit malus... say you decide that "Blinded" is a -4. OK, so that is set down and how that condition is applied is described by the PC: thrown sand, an opportunistic shot to the eyes with a torch, magic ninja powder, whatever.

Likewise, come up with a list of basic moves available to the classes ("knife to the vitals", "vicious smash", etc.) and stat them up with the appropriate penalties.

With the To Hit penalties you're just looking for the threshold of player choice: at [-(x-1)] the move is a no-brainer choice, at [-(x+1)] no one will ever think the move is worth doing, and at [-(x)] it's a tough choice that could go either way. So obviously you're trying to make everything a (-x) situation.

You could even roll the "Save or Die" mechanic into these, as you mentioned: at about the time that the Magic-User gets a Save or Die spell, the other classes get a comparable move.

The skeleton is there, and actually I don't think it takes too much work to enflesh it in the manner that most suits you.
 


So as you can see, I don't really fit in the new or old school. I hate things nobody else seems to dislike, and I want things few others want. Certainly, I am a heretic for wanting to blend old and new school assumptions of rules mechanics and playstyle, as it seems I am forced to choose between the two unless I want to build my system from scratch. It also seems, based on the fan community, that I have to choose sides between the new school or the old school, or at the very least play one or the other at a time.
Lemme see here...

You needn't fit in the new or old school. Someone else out there is bound to dislike any given thing that you do (same goes for like) - probably quite a few. There are plenty of other "heretics" around, including some among the "old school community", and some among the "new school community" - yes, even on (online) forums. Rather than starting from scratch, I agree that kitbashing/house-ruling is the way to go. And no, choosing sides is totally unnecessary, as is limiting yourself to either extreme, at any stage - unless, y'know, you want to. ;)


Is there anyone else out there that also feels that blending the various mechanics of different D&D systems would be better than any one edition of the game?
Many, and I happen to be one of them. :D


Seriously, the number of posts, and even threads, I've seen - even just on these forums - that were along similar lines... well, you're not alone, it would seem, suffice it to say. :)

Perhaps a minority have bothered to post *all* (?) of their preferences/ideas in one go, or at all, but hey, nothing wrong with that. If anything, it might help others to post better suggestions.

For just one example of how you can go about mixing "old and new schools", there's RCFG (Raven Crowking's Fantasy Game). While it wouldn't quite suit you - it still has Diplomacy, doesn't have "powers", per se, and so on - perhaps you'd find it interesting to see what can be done, mixing and matching, in a D&D kinda way.
 

Remove ads

Top