[revolution] Exactly WHY is d20 so great, comparing?

Storm Gorm, of the three systems I named, if you are wanting multi-genre, go with Savage Worlds. Its a simple skill-based system, that can handle anything you want it to.

Deadlands is a great system (in fact, Savage Worlds is a simplified Deadlands), but Deadlands: The Weird West is a Western genre game, with magic, monsters, Indians, and weirdness. Its sort of like crossing a Clint Eastwood western with the Evil Dead and Brisco County Jr- odd, but very fun stuff. Might not be to everyone's fancy, but it did win several Origins awards in the late 90's.

BRP is Chaosium's house system, made most famous by Call of Cthulhu. Very simple percentile based system that is easy to use. Characters start out significantly more capable than in D20 games, but progress much more slowly. Characters are also rather fragile in BRP- critters will eat them without effort, and firearms will put most characters down in one or two shots.

Hope you find something you enjoy and are comfortable with. I still play D20 occasionally, but I prefer not to run it. Ultimately, the most important thing is to find a game you love running and playing- and that enthusiasm will get to your players, who will also enjoy it. :)
 

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Gothmog said:
1. Huge power disparities between low and high level characters. This one is particularly irksome, becasue by the time a character hits 5th level or so, he has nothing to worry about from being mobbed by half a dozen 1st level characters- they are simply so much cannon fodder. Granted, this is a problem to me because I like more realistic style games, and D20 is designed for the cinematic feel. But to me there IS a problem with a single character routing off an entire army- it completely kills my suspension of disbelief.

This part of your post makes me think you consider D&D and "d20" synonymous. The system however is quite malleable, and games like Call of Cthulhu d20 really disprove the above statement to me, because a 5th level character (or for that matter any character up to 13th level or so) would face very serious problems indeed from a half-dozen foes, no matter the level. All it takes is still one hit from any one of those half-dozen people to kill you off. (one hit, 10 points of damage, forcing a damage save of DC 15, at that level still being a 50/50 chance). D&D, I can see - few 5th level characters would worry about a half-dozen goblins, and NO 10th level ones would even bat an eyebrow.

Storm Gorm, I'm happy you have an answer to your problems. As I said earlier, there are a swarm of other games out there to replace D&D, or d20 in general - though in my case, they supplement them, rather than supplant them.
 

I think what some people take exception to with D20 is that they come into it believing what it claims- that it can be ported into any genre, any style of play.

I'm just curious who claims this. It can be ported to any style, I imagine, but how much work it takes and the suitability of the final result is another question. I would generally agree it is better suited as-is for more cinematic/heroic play, taking more adaptations to go outside it.


I would NEVER try to run a horror game under D20- the mechanics of the system are simply not conducive to the feelings of isolation, helplessness, and terror- the characters are too empowered.

Horror games aren't really about advancement and progression, so I am not sure why this is a problem. Just why, for example, would you think that d20 CoC with low level characters is not suited to this? (I know why I wouldn't use it, but it has nothing to do with the characters being too empowered...)

I've played D20 now since it came out, and there are a few big faults/holes in the system as I see it.

1. Huge power disparities between low and high level characters. This one is particularly irksome, becasue by the time a character hits 5th level or so, he has nothing to worry about from being mobbed by half a dozen 1st level characters- they are simply so much cannon fodder.

I refer you to a point I troubled to emphasize in an earlier post: you are conflating the conventions of D&D with d20. Do you really think a high level Traveller or B5 character is going to shrug off weapons fire like a high level D&D character? They would be so much goo. This is mostly a function of the damage system and the damage system can be changed.

Referring to D&D, I'll grant you this. It is, as you say, part of the design.

2. Complete randomness dominates at low levels, while randomness plays almost no part at high levels. Rolling a D20 and adding a bonus is simple in play, but produces diametrically opposed results at low and high levels. At low level, everything the character does depends on chance, he's at the mercy of fate. At high levels, the die roll often becomes completely irrelevelent- the bonus is either so high that success is guaranteed, or so low that success is impossible.

I'm not seeing this problem.

Will characters have many tasks that become trivial for them as they advance levels? Yes. As the DMG says, the world should not level up with the character, and I wholeheartedly concur. That being the case, there still remain guards to be snuck past, chasms to be lept over. And they are the same ones that were there when you were at low levels. And now they will be trivial. But now you have bigger tasks ahead of you, like sneaking past the famed Guardian Hounds of the Dark Temple [TM].

Will characters bumble into tasks beyond them? Yes. But this was also true at low levels. A fire trap that you might plop in a low level encounter could easily be beyond the abilities of a low level rogue to detect and disarm.

There is nothing about the proabilities of the dice mechanic itself that causes more or less randomness at a given level. You have a 50% chance of succeeding at a task with a DC of your modifiers + 11. This is true at low levels, it is true at high levels. The conditions around you might cause DCs to vary, and they will vary more widely between party members as you advance, but that is to be expected.

3. D&D (and most D20 games to some extent) DO encourage hack-n-slash over roleplaying. I know I'll get in a heap of trouble over this one, but IME its true. Experience in D&D is given for overcoming challenges (aka, killing things), they simply used the "overcoming challenges" lingo in an attempt to take some fire out of the D&D=hack-n-slash crowd's arguements.

It takes the fire out of such arguments because it invalidates them. When rules text dictates that no matter how you overcome the challenge and meet the goal, you get the XP, it's pretty vapid to try and wave that off as so much prattle.

Experience in most D20 games is NOT given for good roleplaying,

Of course, you have statistics for this right? ;)

That said, while I would say this matches my experience, I am not sure why this is a problem. Rewarding people XP for good roleplaying is in no way the objectively correct thing to do. Many people have a real hard spot making the wizard learn magic faster or the fighter swing his sword better because the player is a good thespian. Just like single characters taking on armies kills your SOD, this kills the SOD of other players.

Which is why these sorts of rules are optional.

and the sad ad hoc experience paragraph in the DMG is basically useless to a less experienced DM wanting to reward XP for things other than killing.

Why is it useless? It describes the magnitude of awards that should be granted so you don't vary much from the existing XP scale, and describes situations you would use it. Sounds useful to me.

Most players, when they hear XP is given for killing critters will simply kill the critters in hopes of garnering more XP. If they are rewarded for this, why shouldn't they really? Its built into the system to reward indiscrimintate violence. And if you are slaughtering someone, its awfully hard to roleplay out an interesting dialogue with them- hence, in many cases, D&D discourages roleplaying.

Not this, I will say, does not match my experience. IME, players who have this mentality are in the minority. And those people don't have roleplaying as their primary objective in the first place. This entirely overhyped line of reasoning just doesn't pan out in reality.

Also, I feel that 3E/3.5 encourages hack-n-slash more than previous editions did- the whole "back to the dungeon" thing. It has been explicitly stated when 3E came out that the classes were balanced against each other for USE IN A DUNGEON.

WRT 3.5 as compared to 3.0, I would have to agree. Changes is the Paladin class (pokemounts) and many spell changes I disagree with were conceived with this ill-conceived line of reasoning.

I don't know about everyone else, but every dungeon adventure I have ever played has ALWAYS been about breaking down the doors, killing the monsters,and taking its stuff- and the adventures from WotC bear this out. This can be fun once in a while, but it gets really old, really fast. I have been lucky enough over the last 10 years to play with a group where this isn't the case, but I have also played briefly with 4 other groups over that time- and hack-n-slash is overpoweringly preferred by most of the D&D crowd.

I don't think you are as lucky as you make yourself out to be; I think your perspective is a bit skewed. Sure, there are groups out there that do just this. However, as a counterpoint, of the 4 groups and 6-8 campaigns I have played with since 3.0 came out, none of them were just about killing things and taking their stuff. All involved plots, character development, reasons for things happening in site based encounters when they occured, and more complex goals and MOs.

And funny thing is that coming here, reading story hours and talking about playing the game, I can see that I am not alone.

4. This is the biggie for me- D20 games are a nightmare as far as prepping for them. Yes, I know the D20 rules well, and I try to make interesting and unique NPCs.

That's one I'd have to cede you, in part. I would temper this with the observation that I have learned: only stat what you need to stat, and use your resources (DMG and other publication NPCs, computer generation) and know when it is safe to cut corners. I almost never stat villagers and whatnot beyond what they need to interact with players and do their jobs. A rule of thumb I use is best skill is level +3, assume a stat modifier of +2 for the best stat. Using this thumbrule, I can handle most commoners, experts, and aristocrats without knowing anything more than their name and personality. Spellcasters, their level determines their best spell level predictably, and players seldom require them to cast more than 1 spell per level.

In short, don't obsess over stats, and you will learn that you don't need them more than you did in 1e/2e. But you will learn to appreciate them for what they can do that 1e/2e couldn't.

So my answer to you Storm Gorm, would be that D20 isn't the best system out there. Its good for a heroic, cinematic style game with lots of violence and bigger than life characters, but terrible for other genres or styles.

And I would point out that it does just fine for games without lots of violence. Not that I would recommend against trying other games if you find them too your taste, but don't limit yourself because you only see and hear about some people playing in the style that Gothmog describes here; plenty of us are doing just fine with d20.

My answer was to stop running D20 for the forseeable future, and go with games that are more suited to my tastes- Savage Worlds, Deadlands, and BRP namely. By the way, if you are wanting a game similar to FUDGE in that it can handle multiple genres seamlessly, give Savage Worlds a try- you won't regret it.

SW has an advantage over FUDGE in that it is playable off-the-shelf. FUDGE requires a bit of tinkering. It does have the disadvantage in that it shares the same wonky dice system deadlands uses; FUDGEs dice system is MUCH better IMO (though fudge is flexible enough that you can just rip out the resolution mechanics of SW and put FUDGE in its place, keeping things like edges, etc. A nip here and a tuck there, and I think you would have something superior to SW.) BRP IMO has outlived its usefulness, and has a very outdated skill system; d20 has a better skill system which more inherently handles changes in difficulty and better handles opposed roll type situations.
 
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True, not all D20 games are synonomous with D&D, but many are. WOT, AU, SW D20, to name a few, all have the same feel and superheroic scale as D&D. CoC and D20 Modern are somewhat different in the progression of characters, but characters in those games feel a little more like real people than the supermen of D&D.

Psion, you raise some interesting points as well.

First, WotC has claimed in the past that they plan to make D20 THE system everyone uses for any genre of game. It can be ported to various styles with various degrees of success, but it best suited for heroic games. Its hard to run a gritty, deadly, death is around the corner D&D game. Other systems handle other genres better.

For example, in horror, characters need to be decently capable at the start- not necessarily combat wise, but knowledge and skill wise. The first 3 or 4 levels in Coc result in vastly underpowered characters, and after 8th or 9th level they begin to scoff at some of the CoC beasties (ghouls, deep ones) as long as they have a firearm. It just doesn't have the right feel to me for horror, or CoC.

The task resolution system of D20 + mods works pretty well at low and mid levels, but IME breaks down at high levels. I have been toying with the idea of rolling 2d10 and adding them instead of a d20. The caveat is that one of the dice would be a critical die, such that if a 10 was rolled, it is rolled again and added to the result- ad infinitum. If a 1 is rolled, it is rolled again and subtracted from the result- ad infinitum. This gives a more normal distribution to the results of actions, but also gives the possibility of exceptional success and failure. I haven't tried it in play yet, but it might allay some of my doubts about the core mechanic of D20.

As far as giving XP for roleplaying, I am the ONLY DM I know who routinely does this in D&D. Most DMs IME don't want to fuss with it- they are afraid if they reward someone making an effort to roleplay, it will piss off the other players when they earn more. Well, to me, someone who consistently puts forth the effort to roleplay well, DOES deserve more XP than people who sit idly by and only do something when its their turn to hack. Its a personal preference issue, true, but something that I have seen crop up more in D&D than any other game- partly because the rules support this. I typically don't even use the CR tables at all, just give out rewards for accomplishing objectives (about 50%), innovative playing (20%), and roleplaying (30%).

Unfortunately, the hack-n-slash crowd is a majority. Places like ENWorld make you forget about this- ENWorld is a bastion of reason and maturity in the gaming community compared to places such as the WotC boards and RPG.net. There are some great story hours here, and doubtless some great players- but for a diametrically opposite POV, hop over to the Wizards boards, and you'll see nothing but hack-n-slash. One isn't necessarily better than the other, but hack-n-slash isn't my style, and I try to avoid games where it predominates. Unfortunately, most players you run into casually are more interested in maxing out their BAB, saves, or getting a +17 Hackmaster than developing a compelling character.
 

Gothmog said:
First, WotC has claimed in the past that they plan to make D20 THE system everyone uses for any genre of game.

If I know the specific statement you are referring to, it doesn't claim that d20 is some paragon of flexibility. Rather, it was a statement that there are too many unprofessional systems out there and it evisioned a market with fewer, more widely ported systems. (I'll see if I can google it to find it in a bit.)

Edit: Here it is, from the d20 FAQ:

Q: Does Wizards of the Coast think that the d20 System is the only RPG that should be published?

A: Nobody at Wizards of the Coast believes that OGL/d20 will cause the market to reject all other RPGs. There will always be a market for game systems produced by publishers who are determined to forge their own path, or to push the envelope of design. And there will always be people who find different game systems more entertaining for different types of games and different genres. Over the long term, however, Wizards of the Coast hopes that the systems which are widely available in the market also become Open Games, and that instead of supporting dozens or hundreds of different games, the market chooses to support a just a handful.


Bold emphasis mine.

As far as giving XP for roleplaying, I am the ONLY DM I know who routinely does this in D&D.

I know many who do it. I well, sort of do it. I'm more liable to grant bonuses for moving the game forward, for ingenuity, and difficulty of the scenario as a whole, but I don't use CRs.

Unfortunately, the hack-n-slash crowd is a majority. Places like ENWorld make you forget about this- ENWorld is a bastion of reason and maturity in the gaming community compared to places such as the WotC boards and RPG.net.

The thing is my statement wasn't just made regarding ENWorld. In the DC area, I know of multiple groups that I can state from experience do find story and characterization important, and are more than just kick-in-the-door-and-whats-the-best-feat-to-minmax-my-character. (In fact, there have been times I had to advise players because they made less than efficient characters and diregarded the optimizing half of the equation too much. Heck, I think one of my current players falls into that category.)

So it's all just anecdotes, and this is mine. Given that, I hope you can understand why I am so incredulous when people tell me that "a majority" or "most" D&Ders are just about hack-n-slash.
 
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I suggest that you look at other third-party publishers who have taken the d20 ruleset and modify to suit the flavor of their non-D&D game products, such as T20: Traveller, Armageddon: 2089, Spycraft, BESM d20, Sidewinder, etc.

Me, I look forward to seeing more new rules mechanics to add onto the ruleset, most especially a wound-level health system similar to Vampire or MechWarrior 2nd Edition; a background/character history rules similar to d20 Modern Occupation or T20: Traveller or Central Casting: Heroes of Fantasy series (if only Task Force Games would get off their sixes).

The ruleset is always evolving and expanding, becoming more than just D&D which will always have its root, as much as Vampire is the root of Storyteller system that branches out to Werewolf and Trinity (White Wolf's attempt at science fiction). For those of us D&D/d20 gamers who are familiar with the ruleset, we are growing with it.
 


Gothmog said:
As far as giving XP for roleplaying, I am the ONLY DM I know who routinely does this in D&D. Most DMs IME don't want to fuss with it- they are afraid if they reward someone making an effort to roleplay, it will piss off the other players when they earn more.
I'll be another DM you know who does. Though I don't give out much, I do give some for roleplay - typically in the neighborhood of 50 to 100 xp in a session if they do well.


I typically don't even use the CR tables at all, just give out rewards for accomplishing objectives (about 50%), innovative playing (20%), and roleplaying (30%).
I make the CR Tables work for me, by assigning CR's to tasks as well as monsters. The task of uncovering a particularly difficult mystery might be a CR 7 challenge; Roleplaying convincing a Noble to see things the party's way on a touchy situation would be a CR 3 encounter, etc. etc.

Why go through all the work of assigning an arbitrary amount of XP in accordance with their level, when I can use a much easier arbitrary number to do so? :)

One isn't necessarily better than the other, but hack-n-slash isn't my style, and I try to avoid games where it predominates. Unfortunately, most players you run into casually are more interested in maxing out their BAB, saves, or getting a +17 Hackmaster than developing a compelling character.

You are describing the difference between a player and a hobbyist. Just as you separate sports fans in this world by those who watch the Saturday game, versus those who travel with the team on away games and paint their bodies in team colors, you can separate gamers who use RPG's for Saturday beer-and-pretzels, versus those who focus more on telling stories, exploring their character psyches, and inventing complex plots. There is a fine range of stopping points between the two, also. I've met 'em all, though my group is on the side leaning towards the beer-and-pretzels; we get our roleplay in, but we also get a good enemy-bashing in to satisfy the combat-hounds in the group.
 

Gothmog said:
I think what some people take exception to with D20 is that they come into it believing what it claims- that it can be ported into any genre, any style of play. But this is simply not true. D20 works well for heroic, cinematic styles of games, but it is terrible for more realistic types of games, or for games that do not include a huge power disparity between inexperienced and experienced characters. I would NEVER try to run a horror game under D20- the mechanics of the system are simply not conducive to the feelings of isolation, helplessness, and terror- the characters are too empowered. I've played D20 now since it came out, and there are a few big faults/holes in the system as I see it.
Interestingly enough, the same system that many consider to be the best horror system was based on an Elric RPG. I think this is B.S. myself; the system is just the system. d20 is a malleable system, easy to change and tweak, and that's what makes it appropriate for any genre I can imagine. Like I said earlier, I'd be very surprised to find myself running (or even playing, for that matter) anything else for quite a while to come.
Gothmog said:
1. Huge power disparities between low and high level characters.
Easy solution -- don't use all the levels.
Gothmog said:
2. Complete randomness dominates at low levels, while randomness plays almost no part at high levels.
This one bugs me too. Solution? Same as above.
Gothmog said:
3. D&D (and most D20 games to some extent) DO encourage hack-n-slash over roleplaying.
]
Opinion only. The very rulebooks show this to be false. If you've had bad experiences with players in the past, you can't blame that on the system. I've had similar experiences in other systems -- this is a player problem, not a system problem.
Gothmog said:
4. This is the biggie for me- D20 games are a nightmare as far as prepping for them.
This is the one I disagree with most strenously of all. We run games with rotating GMs with no prep at all and we do just fine. We have interesting NPCs, because what makes an NPC interesting isn't the stats, feats, et al.

Overall, I find your post somewhat short-sighted. You've been hoodwinked by the presence of certain rules to think that you have to use them as written. To me, d20 really only works well if I ignore portions of it, true. But that's so freaking easy to do because of the very clever design of system to begin with.
 

Joshua Dyal said:
Interestingly enough, the same system that many consider to be the best horror system was based on an Elric RPG. I think this is B.S. myself; the system is just the system. d20 is a malleable system, easy to change and tweak, and that's what makes it appropriate for any genre I can imagine. Like I said earlier, I'd be very surprised to find myself running (or even playing, for that matter) anything else for quite a while to come.

Ummm, Call of Cthulhu predates Stormbringer though they were both in the works at the same time, with Call of Cthulhu coming out just a few months before Stormbringer. Both were written using the Basic Role Play system, which was in turn based on Runequest - with the system simplified and streamlined.

I still think that CoC is the best RPG on the planet, but things like that are pure opinion.... I am sure there is someone out there who still thinks Tunnels & Trolls was the greatest.

The Auld Grump, who owned first editions of both Stormbringer and Call of Cthulhu...
 
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