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Please help: D20 vs. the Out of Print Alliance
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<blockquote data-quote="Desdichado" data-source="post: 1678383" data-attributes="member: 2205"><p>Well, it's difficult to answer this for you, although it's easy to answer for me. I'd say the advantages of using d20 outweigh any other advantages of system you may percieve. Then again, I don't think the d20 system is all that complex.</p><p></p><p>Especially if you move away from D&D with it's entire core book of monsters, another core book's worth of spells and magic items and dungeon properties spread between the DMG and the PHB. Combat is still a longish chapter, but not moreso really than it is in the Storyteller books, for instance.</p><p></p><p>I find the d20 combat system to be pretty intuitive, and with a little practice, it's not hard at all to run.</p><p></p><p>Particularly if you're out of print option includes a rotation through 2e AD&D -- to me, that's a game I wouldn't touch when it was in print, much less now. And it does seem somewhat counter-intuitive to say that d20 is too complicated, so you're going back to AD&D 2e, as well as several other games.</p><p></p><p>That being said, I really do like the Alternity system as well; in many ways I wish it was a universal system. I guess it could be with just a little bit of work; it's already got magic and psychic effects in Dark*Matter that can work for fantasy, horror, etc., and futuristic's sewn up with Star*Drive. I'm not really that hot on Storyteller or BRP.</p><p></p><p>Howsabout GURPS? It may have all the advantages you're looking for without the negatives, although it's arguably as complex (or much moreso) than d20, depending on how you play it.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 1678383, member: 2205"] Well, it's difficult to answer this for you, although it's easy to answer for me. I'd say the advantages of using d20 outweigh any other advantages of system you may percieve. Then again, I don't think the d20 system is all that complex. Especially if you move away from D&D with it's entire core book of monsters, another core book's worth of spells and magic items and dungeon properties spread between the DMG and the PHB. Combat is still a longish chapter, but not moreso really than it is in the Storyteller books, for instance. I find the d20 combat system to be pretty intuitive, and with a little practice, it's not hard at all to run. Particularly if you're out of print option includes a rotation through 2e AD&D -- to me, that's a game I wouldn't touch when it was in print, much less now. And it does seem somewhat counter-intuitive to say that d20 is too complicated, so you're going back to AD&D 2e, as well as several other games. That being said, I really do like the Alternity system as well; in many ways I wish it was a universal system. I guess it could be with just a little bit of work; it's already got magic and psychic effects in Dark*Matter that can work for fantasy, horror, etc., and futuristic's sewn up with Star*Drive. I'm not really that hot on Storyteller or BRP. Howsabout GURPS? It may have all the advantages you're looking for without the negatives, although it's arguably as complex (or much moreso) than d20, depending on how you play it. [/QUOTE]
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