Stormonu
NeoGrognard
I think where I fell off the wagon was when I realized that this table-top game was trying more and more to emulate a system better handled by computers.
I think the game needs to back away from the path it is heading and look at better ways to handle the player-DM interaction without all the crazy psuedocode. Leave the number-crunching for the computer games.
We have rules, math and die rolls in this game to resolve one thing - did it work? D&D, as it has become now in both 3.5/Pathfinder and 4E has become too caught up in how you do these things and what happens when you do. It's become a law book of "mother may I*" - a checklist leading up to and following any action you want to perform.
The game needs to be scaled back so we're not inputting in minituea how we do things. Player says he wants to do A. DM tells him what is needed on a roll to do A. If roll succeeds, A happens - without all the technical lingo/rule lawyering that goes with it.
* "Yes, and only on Tuesdays and Thursdays, if you have the feat/power"
I think the game needs to back away from the path it is heading and look at better ways to handle the player-DM interaction without all the crazy psuedocode. Leave the number-crunching for the computer games.
We have rules, math and die rolls in this game to resolve one thing - did it work? D&D, as it has become now in both 3.5/Pathfinder and 4E has become too caught up in how you do these things and what happens when you do. It's become a law book of "mother may I*" - a checklist leading up to and following any action you want to perform.
The game needs to be scaled back so we're not inputting in minituea how we do things. Player says he wants to do A. DM tells him what is needed on a roll to do A. If roll succeeds, A happens - without all the technical lingo/rule lawyering that goes with it.
* "Yes, and only on Tuesdays and Thursdays, if you have the feat/power"