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OGL? SUccess or failure?
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<blockquote data-quote="scourger" data-source="post: 2494944" data-attributes="member: 12328"><p>I think you're conflating the d20 license to some degree with the Open Gaming Liucense (OGL). In any event, I can only say that the licenses are starting to fail for me. The core d20 rules are about 1100-1200 pages: the PHB, DMG & MM. For me, the game is already information intensive enough without adding any additional rules from the host of books just published by WotC (never mind all the 3rd party publishers). Add to that the fact that d20 D&D is very top-heavy--the game gets mechanically & statistically harder to track at higher levels--and it makes the game too much to DM after low-to-mid levels (for me). A third party d20 setting or adventure or set of laternate rules that adds more complexity on top of that is even less appealing. An OGL product probably varies those rules in so many little ways as to make it virtually impossible for me to extend what little mastery I have over the d20 system to allow me to run that game easily enough to warrant buying it. In short, it's too much work for not enough play. </p><p></p><p>The result is that I'm more attracted to Savage Worlds and less attracted to d20 in general. I still like d20 and the idea that it is theoretically a universal system. It's just too much information and gets too difficult to run. </p><p></p><p>I've considered various ways to "fix" the d20 system for me. After reading a recent KODT Tale from the Table, I'm considering allowing exploding dice. I think it might have the effect of making combat more risky since anybody might be able to roll any number of critical hits or open-ended damage dice. I have really started to loathe the wars of attirtion that d20 combat becomes with each side chipping away at the massive hit point reserves of the other. I find it especially troubling when both sides have an array of magic spells and items to increase combat abilities and generally make the statistics more complicated. </p><p></p><p>Anyway, those are my thoughts.</p></blockquote><p></p>
[QUOTE="scourger, post: 2494944, member: 12328"] I think you're conflating the d20 license to some degree with the Open Gaming Liucense (OGL). In any event, I can only say that the licenses are starting to fail for me. The core d20 rules are about 1100-1200 pages: the PHB, DMG & MM. For me, the game is already information intensive enough without adding any additional rules from the host of books just published by WotC (never mind all the 3rd party publishers). Add to that the fact that d20 D&D is very top-heavy--the game gets mechanically & statistically harder to track at higher levels--and it makes the game too much to DM after low-to-mid levels (for me). A third party d20 setting or adventure or set of laternate rules that adds more complexity on top of that is even less appealing. An OGL product probably varies those rules in so many little ways as to make it virtually impossible for me to extend what little mastery I have over the d20 system to allow me to run that game easily enough to warrant buying it. In short, it's too much work for not enough play. The result is that I'm more attracted to Savage Worlds and less attracted to d20 in general. I still like d20 and the idea that it is theoretically a universal system. It's just too much information and gets too difficult to run. I've considered various ways to "fix" the d20 system for me. After reading a recent KODT Tale from the Table, I'm considering allowing exploding dice. I think it might have the effect of making combat more risky since anybody might be able to roll any number of critical hits or open-ended damage dice. I have really started to loathe the wars of attirtion that d20 combat becomes with each side chipping away at the massive hit point reserves of the other. I find it especially troubling when both sides have an array of magic spells and items to increase combat abilities and generally make the statistics more complicated. Anyway, those are my thoughts. [/QUOTE]
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