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General Tabletop Discussion
*TTRPGs General
Single mechanics that hurt an otherwise good game
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<blockquote data-quote="Salamandyr" data-source="post: 7360192" data-attributes="member: 40233"><p>D&D--searching takes 10 minutes <em>per 10' square</em> searched. It's even worse when the DM doesn't know the rules (most of them) that players have a 1 in 6 chance (2 in 6 chance for dwarves) of detecting a trap (and even if undetected, then traps only have a 2 in 6 chance of triggering).</p><p></p><p>AD&D--a few things, but the biggest: 1 minute combat rounds. I guess one could say initiative in general, but no one understands it.</p><p></p><p>2nd Edition--too many to list, but could be summed up in the number of rules that sounded great from a narrative standpoint but made doing it darn near unplayable in game.</p><p></p><p>3rd Edition--that there is no diminishing return to skill improvement ruins what was otherwise an absolutely great theft of the Rolemaster mechanic for D&D.</p><p></p><p>5th Edition--the pillow fight phenomenon; everything has too darn many hit points.</p><p></p><p>GURPS--character creation; all of it</p><p></p><p>TRUE20/Mutants & Masterminds--the Toughness save/too many stuns.</p><p></p><p>Marvel Superheroes--there's no defensive effect. A high Agility (like Spider-man) just hads his Agility points to his health. Unless he actively dodges (and loses his action, he's no harder to hit than Aunt May.</p><p></p><p>Traveller--if you're not <em>trained</em> in a skill, you have a -3 penalty to all rolls against it.</p><p></p><p>Rolemaster--just too many skills, and too parsed out.</p><p></p><p>WEG Star Wars/D6 system: I don't like the wild die.</p><p></p><p>Trying to think if there is anything else I've played enough to have an opinion on.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 7360192, member: 40233"] D&D--searching takes 10 minutes [I]per 10' square[/I] searched. It's even worse when the DM doesn't know the rules (most of them) that players have a 1 in 6 chance (2 in 6 chance for dwarves) of detecting a trap (and even if undetected, then traps only have a 2 in 6 chance of triggering). AD&D--a few things, but the biggest: 1 minute combat rounds. I guess one could say initiative in general, but no one understands it. 2nd Edition--too many to list, but could be summed up in the number of rules that sounded great from a narrative standpoint but made doing it darn near unplayable in game. 3rd Edition--that there is no diminishing return to skill improvement ruins what was otherwise an absolutely great theft of the Rolemaster mechanic for D&D. 5th Edition--the pillow fight phenomenon; everything has too darn many hit points. GURPS--character creation; all of it TRUE20/Mutants & Masterminds--the Toughness save/too many stuns. Marvel Superheroes--there's no defensive effect. A high Agility (like Spider-man) just hads his Agility points to his health. Unless he actively dodges (and loses his action, he's no harder to hit than Aunt May. Traveller--if you're not [I]trained[/I] in a skill, you have a -3 penalty to all rolls against it. Rolemaster--just too many skills, and too parsed out. WEG Star Wars/D6 system: I don't like the wild die. Trying to think if there is anything else I've played enough to have an opinion on. [/QUOTE]
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