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[revolution] Exactly WHY is d20 so great, comparing?
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<blockquote data-quote="Ranger REG" data-source="post: 1164852" data-attributes="member: 533"><p>I can only speak for myself. <em>d20</em> have a very long history dating back to the granddaddy of all RPG, <em>Dungeons & Dragons</em> (aka <em>Advanced Dungeons & Dragons</em>). Granted, the rules system didn't have a name then, but for me, it was my first RPG, so I pretty much know the rules mechanics by heart. I even followed the game's evolution through 2nd edition, and now 3rd edition. And though I have played other games with different rulesets, including <em>Rolemaster,</em> I always come back to <em>D&D,</em> whose rules have expanded a lot, simply because fans demanded it.</p><p></p><p>The only way you can improve the game is listen to your fans. [At this time, I won't comment the current status of Wizards' and their ability to listen.]</p><p></p><p>They adopted the "tools, not rules" approach, so while it is rules-heavy, it is for the DM to decide which rules he is going to actively enforce in his or her own game. Honestly, I prefer a lot of options to choose from, rather than giving me few. Then again, the ruleset does not cover EVERY AND ALL situations that may come up in the game, especially if you got some pretty clever players, so you could say there is some leeway for DMs to make their own rulings.</p><p></p><p>As for emphasis on rules and less on story, I beg to differ. <em>D&D/d20</em> can be as much a storytelling game as White Wolf's <em>Storyteller.</em></p></blockquote><p></p>
[QUOTE="Ranger REG, post: 1164852, member: 533"] I can only speak for myself. [i]d20[/i] have a very long history dating back to the granddaddy of all RPG, [i]Dungeons & Dragons[/i] (aka [i]Advanced Dungeons & Dragons[/i]). Granted, the rules system didn't have a name then, but for me, it was my first RPG, so I pretty much know the rules mechanics by heart. I even followed the game's evolution through 2nd edition, and now 3rd edition. And though I have played other games with different rulesets, including [i]Rolemaster,[/i] I always come back to [i]D&D,[/i] whose rules have expanded a lot, simply because fans demanded it. The only way you can improve the game is listen to your fans. [At this time, I won't comment the current status of Wizards' and their ability to listen.] They adopted the "tools, not rules" approach, so while it is rules-heavy, it is for the DM to decide which rules he is going to actively enforce in his or her own game. Honestly, I prefer a lot of options to choose from, rather than giving me few. Then again, the ruleset does not cover EVERY AND ALL situations that may come up in the game, especially if you got some pretty clever players, so you could say there is some leeway for DMs to make their own rulings. As for emphasis on rules and less on story, I beg to differ. [i]D&D/d20[/i] can be as much a storytelling game as White Wolf's [i]Storyteller.[/i] [/QUOTE]
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[revolution] Exactly WHY is d20 so great, comparing?
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