rant on d20 part 2

evildmguy

Explorer
Greetings!

In my first posting (as vturlough) I started by saying this:

Okay,

I like DND. Love DND. Been playing it for a long time. Therefore, here is my rant on d20 and DND.

Bad things:

Classes
Importance of items
Game Balance
Wargaming
Skills
"Upping the Numbers"
AC

kind've a rant
Hit points
CRs

Good things
Simplicity
Gets casual gamers

There has been a lot of discussion on that thread which I haven't been able to follow. (moved to new town same state, started new job, still unpacking, etc.) I do find it interesting that HPs seem to be discussed a lot at the end. (I haven't read all the pages yet.)

There was one criticism in that I didn't suggest any good alternate ideas for what I didn't like. I will do so here. I also want to talk about this in a slightly different way.

It is too bad that WotC didn't come out with d20 before 3E as 3E could have benefited from even another year of development after d20. While still not perfect, some of the games developed under the d20 license have been quite good.

The only other new thing I have to add, in my rant area, is this. I find it very interesting that the latest computer version of DND, Neverwinter Nights (NWN), has very much so changed DND! Parry rules, limits to when an item can be used, class abilities, alternate spells and more were all added into the computer version of the game that would work well in the pen and paper version.

In particular, the parry rules and items rules are very interesting. I really like that while not addressing the importance of items, that by having to be a minimum level to use an item, it does stop characters from being "out of balance" with a too powerful item.

Alternate

Okay, on to what I was told I missed. An alternate game or rule to handle any gripes that I have with the system.

Alternity.

IMO, I have yet to see a system that is as simple, elegant, playable and enjoyable as Alternity. Hands down, it was the best system out there. (Too bad TSR/WotC won't sell the rights or do anything with it.) Alternity addresses 90% of the issues that I had as well as many things that others have.

Classes: They are there. And, after reading people's responses to my first rant as well as Monte Cook's reasoning for classes, I would keep them in there as is. They work very well and will give that feeling of making progress that classes do.

Importance of Items: Yes, it is nice to have the cool weapon but the weapon itself never overshadows the ability of the character.

Game Balance: Very tough to break. Also, with a more skill based system, technically there are limits as well as people being as good as you, which "balances" itself, in a way.

Wargaming: Not based on wargaming. This is a game for individual who want their *characters* to be the focal point of the story/adventure/campaign.

Skills: The basis of the system. Nothing exists that any character couldn't eventually learn. Yes, without the ability (high attribute) to do something, they won't be as good or it will take longer. The possibility is there.

"Upping the Numbers": Nope. You want low for results for differing grades of results. Therefore, the more experienced, or naturally good, people will accomplish tasks faster and better than those with less ability. Makes sense to me.

AC: Nope. Armor reduces damage. Also, armor is not needed. It takes many hits, without being unrealistic, to take someone down.

Side Note: Damage. I was recently shocked when I watched the Discovery channel and its look at getting into the FBI. Specifically, there is one point where the FBI trains its people to KEEP SHOOTING UNTIL THE OPPONENT goes down! (This is because to knock someone out or kill them, you have to hit them enough times to drop blood pressure to the brain or hit a vital spot. The only way to do that is to hit them lots.) Alternity does have this as it would take some really good shots and really good damage rolls to drop or kill someone in less than three shots or so.

kind've a rant
Hit points: Alternity has three types of damage, and a fourth subdual type, which all mean something. They are less abstract and still work. I think this is an excellent system. It allows for abstraction in combat when needed but also has definite effects.

CRs: Hmm. Not sure about these. These are tough. While a good guideline in DND, and d20, these are still subjective. Some for the same reasons as above (items, hit points, etc.) and other reasons (like cover or smart tactics) that are tough to say. In the end, a good guideline. I say this because I think it is the same with Alternity. They have a CR system in part (probably where d20s came from) but in the end, experienced GMs will just have to figure it out.

Good things
Simplicity - A tough one. Alternity was rated as less complex than 2E (with the optional core rules) but would more complex than 3E. I really can't honestly judge this one because, math geek that I am, I easily took to and understood this system. I also am able to easily extrapolate from this system and expand it. So, I don't know. I think it is fairly easy. combat and some modifiers do get tough but after a while, my players were rattling them off.

Gets casual gamers - Alternity probably won't be as good at this as 3E is. It is just complex enough that casual gamers probably won't be interested, at least to start. Perhaps, after a few sessions of something like 3E, casual gamers might be willing to try it.

Again, in the myriad of game systems I have read (which includes White Wolf games, FASA games, WEG games, GURPS, Harn and many others), nobody does it better than Alternity. (James Bond theme, anyone?) The simple fact, though, is that like collectable card games, once a game system is not supported (i.e., you can't get materials for it), it dies. Alternity (and spellfire, Blood Wars, X-Files, Highlander CCGs) is a great system that needed to hang on just a bit longer to really make its mark.

Ah well.

Thanks for reading! Replies welcome!

edg
 

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*Shrug*

Why don't you just play Alternity or GURPS or something?

I mean to say, lesse, you have a problem with: AC, Skills, Items, Hit points, CRs, and Classes.

Sounds like you've got a problem with basically the entire system...

Although, you do address some valid points:

Game Balance: can be solved by an adequate DM. Isn't that what DMs are for?

"Upping the numbers" mentality: Again, can be solved by an adequate DM and a group that's interested in RP. And if the group enjoys "upping the numbers," who's to blame them? Thats just their style of fun.

Importance of Items: possibly the only valid point that you have mentioned in your rant. Unfortunately for you, it, too, can be solved by a skilful DM who knows how to adjust the game.

Why waste time complaining about the entire system? Why play your beloved Alternity, or something else?
 

Salutations,

You may want to look at Call of Cthulhu, Spycraft, or wait for Modern d20. Or- look at all three.

All of them take care of some of your concerns in different ways.

Yet, they are d20 and the casual player will be able to pick them up. Two of my three players are very casual- and they have taken to CoC and soon to Spycraft just fine.

You may still need to tweek things, but most dm's do.

Good luck.

Respectfully submitted
FD
 

FWIW, Star Wars d20 has (IMO) all the good points you mention about Alternity, except that SW is still supported and plugs in well with the rest of d20.

d20 Modern looks to be the same once it comes out.
 

Well

The majority of those 'problems' are actually personal preferences. Conscerning balance and CR, perhaps you would like to name a game that is as diverse as dnd in GAME terms and is superior in this area? None...didn't think so....
 

I have Alternity, I disagree with many of your points.

First of all, your comment about equipment in Alternity seems off. Compare a guy with a PL 8 Ablative jacket with some extra batteries armed with a bantam star loads and the launcher with a dude with the PL 0 sharpened stick. Umm yeah, equipment isn't critical. As far as more modern and futuristic settings go, money is power, because it buys all kinds of manufactured goods. Items wouldn't be as important in a medieval setting, but there's still a world of difference between plate and leather.

As far as upping the numbes goes, the only difference is that people want to roll low. Characters could still buy up their skills. How is having a 24/12/6 Blade score different from having a +18 attack bonus?

And the way armor reduces damage is part of the problem with Alternity. It's better to score good hits against armored foes, because the amazing hits, doing a reduced amount of mortals, will probably cause no primary damage. It's better not to score the best hit possible, for some foolish reason. And even a moderate amount of armor can cause fights to take forever.

However, I do agree that the stun/wound/mortal system was an excellent comprimise between realism and heroism.
 

Greetings!

Thanks for the replies.

This never works out as I intend. That's the problem with trying to communicate in an impersonal medium.

Let me start out with praises again, so people understand why I do play DND.

DND is very good for levels under about 12th or so. VERY GOOD. I really like how it plays. That is pretty much true no matter the edition.

It is also well known and wide spread. If I try and get a group of people to play Alternity, if I am *lucky* ONE person in one hundred will have heard of it, much less played it. It is like Magic. I don't really prefer Magic. I think there are much better games out there. It is still supported though and you can find Magic players anywhere. Same for DND. Another big point.

How about this? What CAN we agree on that DND does not do well?

DND is NOT consistent.

The style of play that players do changes as levels increase. In the beginning, players are generally cautious. When one or two hits can take a person out, there is more planning. As levels increase, players get egos. Even villains their levels cannot take them out in one blow. The style is not the same.

[Part of that is heroic and the heroic style but it can be achieved in different ways.]

Computer games can do things that the pen and paper cannot. And sometime, they improve on it. The first pool of radiance did more for miniature gaming, for myself and my players, than anything else. It showed a way to use a grid for miniature battles that wasn't wargaming (i.e. anal) in its rules. As I said, NWN also adds in elements that can easily be used that don't break "balance".

"Balance" Come on! The very fact that a DM has to "balance" what a character gets and when means that items are important. I don't like that I can't play a high level character with no items (as I tended to do) and be even a third as efficient as someone with items. I don't want the ITEMS to be the emphasis.

Anyway, let me get to specifics.

Bob: Laying that much on the GM is not a good answer. While the expression "a bad worker always blames his tools" there is also the expression "the right tool for the right job." (That opens up more than I mean, I know, but I will ignore it for now.) I can't do more than what the most popular, most loved system allows me to do. (Players do get to veto anything I do in a game I run. They don't have to show up.)

Also, several of the game designers have said that at higher levels, the modifer is more important than the roll. Therefore, at some point this is out of the DMs hands. I am not saying it can't be done but how to do it? And, by changing that, what else am I affecting? (I have a friend who DMs who keeps chaning the numbers on his players to make it challenging. For every single thing! There are no more DCs of less than 30 for the thief because the thief played by the rules and is good. Is that fair?)

I think you are missing my point about items. Yes, at any point, a DM can change things. I think you support my point, though, because every time you say the DM can do this, it says to me the system is broken and needing to be fixed by the DM. That's the problem.

It is like using DOS on a P4 2.6 GHz machine. You are still limited by the base OS. Yes, you can say it works. DOS screams on that system. But, do you want to use an old antiquated OS on a new computer?

In the end, if you like something that has flaws, keep it. I like to speak my mind and perhaps make something better. I don't accept things as they are now because they can be better in the future if we talk about it and do something about it.

*rant over deep breath*

Furn: Very valid points. I don't have players that are open to those but I might try. I do own them and Spycraft and CoC seem to be pretty good without having played them yet. Good ideas!

bwgwl: And I am hoping my players will be up for d20 SW in a year or so after we have done the first DND campaign. I am hoping to see how good it is.

tjasamcarl: Again, it isn't personal preferences if the SYSTEM is at fault. If the mechanics don't support what I am talking about, I am constrained by the mechanics, not my imagination. YES, I can change whatever I want. The more I change, though, the more I have to explain to players, get their okay (or, again, they might not show up) and then do pages and pages of write ups.

And my point is that there are some problems with the system.

Hammerhead: Um. Got to disagree with your disagreement. *grin* I will say this: The same PL items are all equal. Of course a rocket launcher vs a spear is unfair. Duh. Within the PLs, though, things are very consistent and work well together. Here is where the GM does have control, as others suggested, by allowing or not allowing items. I did that and it worked well. (And I didn't use items they couldn't get against them.)

There is a HUGE difference between a 24/12/6 and +18. Come on! If you know Alternity, you know that! First of all, with a stat MAXING at 14, 10 levels in a skill, where 12 is highest, is HUGE! This is a person who is both high in natural ability (at least a 12 attribute) and high skill (10 - 12, which again is max). The +18 could be gotten by a mid range character, easily. The Alternity character would have had to have been playing a while to get that good! Also, Alternity characters might get two or three hits at that level but with some pretty hefty penalties. A fighter, with a BAB of 18, could have six attacks with the right feats! BIG DIFFERENCE!

Um. Okay, we will really have to agree to disagree. Armor was MADE to resist and absorb blows, not make someone HARDER to hit. It makes it easier. NOT DAMAGE, to hit. And, imo, if you get HIT by a 5 # sword swung by a strong person, it should hurt! Alternity reflects this. DND does not. Hit or miss, that's it. Alternity also reflects that as you get wounded, you get tired. DND allows you to fight at 1 hp with full strength! I also took out a player, by knocking him out but not killing him, via secondary damage. That is a very important aspect of Alterntiy that you glossed over. You also glossed over that you don't need armor to survive but it certainly increases those odds. That's the point of armor!

At least you do give credit to the wound system of Alternity, which is really good.

*

In the end, yes, I will be playing DND. I do love that you guys defend it so passionately. I do at times as well. It is also a great system for less than 12th level. It just doesn't stay consistent and does have some mechanic issues.

Can we agree on that?

turlough (edg)
 

vturlough said:
Hit or miss, that's it.

Not really. It's either hit point loss or not. Losing hit points doesn't mean that you've been hit; not losing hit points doesn't mean that you haven't been hit.
 

vturlough said:
"Balance" Come on! The very fact that a DM has to "balance" what a character gets and when means that items are important. I don't like that I can't play a high level character with no items (as I tended to do) and be even a third as efficient as someone with items. I don't want the ITEMS to be the emphasis.

Hammerhead: Um. Got to disagree with your disagreement. *grin* I will say this: The same PL items are all equal. Of course a rocket launcher vs a spear is unfair. Duh. Within the PLs, though, things are very consistent and work well together. Here is where the GM does have control, as others suggested, by allowing or not allowing items. I did that and it worked well. (And I didn't use items they couldn't get against them.)

Read those two paragraphs. The implication is not great (or I can't read:D )


If at any stage any item provides a worthwhile increase to a character's ability then playing nude is impossible. There is no difference between the items being +5 swords or rocket launchers. If I have one and you don't then I have the advantage. Unless you want items to make no difference then they will be must haves.

As for playing without armour, D&D is designed for medievel fantasy style settings. The idea of going up against swords with just normal clothes is dodgy. The only time it works is for monks with there ki stuff.
 

Vturlough,

I agree with you that D&D doesn't make realistic sense at times. However, I like the armor-improves-AC method because its simple. Same with HPs vs Vitality.

When I think I need to house rule or change something, I ask myself some questions, in order of highest to lowest priority:
Is it easy and playable?
Is it fair?
Is it fun?
Is it realistic?

All important questions, but the 4th one is the trouble maker; it often gets in the way of the other three.

Your rant may be unnecessary , since all the latest d20 games are implementing DR armor and vitality anyway.

If items are a pet peeve, you might try Wheel of Time. Good luck in finding players, tho. :(

And as much as we all love to sit around and day-dream about what 3e could have been, and what should have been done, the vicious fact is that 4e is NOT just around the corner.

And one comment about NWN: as addicted as I am to this CRPG, I would rather play real pnp D&D anyday. There is no substitute. NWN is just methedone.

CRPGS can do combat just fine. Of course they can; its a computer. But I need some face to face interaction. I need clunky dice in my hands.

Rattle rattle rattle.:)
 

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