On the intricacy of D&D 3.x

Reynard

aka Ian Eller
(alos posted on rpg.net, to cover all the bases)

This isn't a rant, but rather more of an appreciation thread. See, I am running this D&D campaign that plays about once a month on average. There was a longer than average break between the two most recent sessions, however, and as I am wont to do, I started thinking too much about how big of a pain D&D is to run, and how simpler games and one shots might fit my lifestyle (what with the one yar old, and all) better. Then, the last session really rocked -- all the players made a good time for everyone, all the PCs shined (shone?) in their individual niches, and even the unexpected, vexing actions by the PCs added to the fun.

Now, I tend to run games fast and loose, even ina campaign like this which is something like an Epic Quest (if a game centering around a group of black hearted mercenaries who love only gold and power can be called such). I sta out the baddies, create a very loose plot outline, and then allow my players to run rampant in our sandbox. Sometimes I even remember to make notes on the names of NPCs, locations, and other stuff I come up with on the fly. Sometimes, when I don't, I pay players in XP for reminding me...

What does this have to do with the intracacy of D&D, you might ask? Well, now that I am all excited again, and the situation in the game has becomne suddenly very, um, multifacetted, I have begun statting out a number of disparate groups of "monsters" and NPCs (all of whom want a pound of the PCs' flesh, at least). In doing so, I found myself flipping through four or five different books (the current campaign is limited to official WotC 3.5 products, plus a couple rules from Unearthed Arcana) and just when I thought I was going to get all frustrated by the process, I was actually pleased and impressed.

What I began to realize (finally, we arrive at the thesis) is that the "crunchy" or "rules heavy" or "less kind description" of D&D is not only a strength, but an impressive feat (ha!) in and of itself. While I realize that there are indeed some "broken" feats or spells or classes in even WotC products, and a few of the systems for certain kinds of actions (like spot check range penalties!) are, to be kind, not how I would have done them, the system is intricate: it has many parts that fit together in ways that make the whole thing work wonderfully. It seems like a small and simple thing, but that regeneration, for example, works the same for a troll as it does for an oger mage is a design feature that makes sense and needed to be there. That creature "types" and "subtypes" indicate certain abilities or rules relative to those creatures is an example of this intricacy, as are the vast numbers of items, powers, and class abilities that reference existing spells. When designers, WotC or third-party, apy attention to this intricate fabric, new material blends seemlessly. When it is ignored in favor of some new rule or effect, it starts to break down into "brokenness" or worse.

Now, I am not suggesting that the pieces of the game are indivdually or universally perfect, but rather that they fit together wonderfully and this, I think, is the greatest strength of the game. I may still grumble that it takes too long to create a 15th level "boss" villain that is only going to lasta few rounds against the PCs, but at least I know that said villains abilities mesh with the game system and the PCs -- even if I decide to move away from the standard, so long as I consistenly apply the existing options.

On a final note, I will say that it isn't HERO or GURPS (or your favorite point0buy system). It doesn't have to be, though, because I am not trying to model any random thing, I am trying to modl some D&D thing, or thing I think should be in my D&D game.
 

log in or register to remove this ad

Reynard said:
the vast numbers of items, powers, and class abilities that reference existing spells.
That was always there, even in 1st edition.

Basically I agree with you. 3rd is a lot more unified than earlier editions and that's a good thing. I'd like to see it go even further for 4th ed, while retaining the character classes and level progression track.
 

I am very impressed with how well all the parts of d20 D&D work together. I am very impressed with its general ability to give generally sensible results without being completely unplayably complex.

OTOH, by giving me almost exactly what I thought I wanted, it proved to me that I didn't know what I wanted. :) I like d20 D&D. (You could probably find a quote where I say I don't like it, but it was either hyperbole or just because I didn't want to go into a lengthy description of my opinion of it.) I'm impressed by it. I'll happily play when a friend chooses to DM it.

I just don't choose to DM it myself anymore. My style is more ad hoc.

I can run d20 D&D that way. It's overkill for my style, though. Also, I've found some people expect d20 D&D to be more by-the-book than other games.
 

I find the genius of it in the fact that you don't have to use it all. Layers of complexity strip away, never to be missed. You can use only the parts you chose to, and it all still works.
 

One of the elements of 3e that I really appreciate is that Planar adventuring doesn't necessitate every spell being rewritten for casting on each and every plane - instead, the global modifiers for the planes make magic different without causing a rules nightmare.

Cheers!
 

D20 is very well structured. It's a feature that isn't too common among RPGs, and which I didn't really appreciate until D&D 3E. Back when I played 2E, having ad-hoc rules for just about everything felt like the norm. Now I wouldn't go back even if I got paid for it.
 

I think that 3e took a huge step forward in unifying mechanics and descriptions, so much so that it nearly reaches the level of 1970's RQ2 (sigh) :)
 

I really like the 3.x rulesets. Having played the older original, 1st and 2nd edition versions (each which have their own intricacies) I find the 3.x rules refreshing. Sure there is a lot to them, they try to cover most the situations that come up in a game or at least provide the outline of a mechanic to cover said situations. A lot of the foundation the rules setup can be applied to so many areas of the game.... I don't know, I think the rules work fairly well.
 



Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top