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So what exactly is the root cause of the D&D rules' staying power?
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<blockquote data-quote="innerdude" data-source="post: 7342846" data-attributes="member: 85870"><p>While I think there's a lot of truth and good ideas in your post, I do have to call this particular point out. Yes, Savage Worlds very much caused me to think differently about how I prepare for and play out my RPG sessions. But to say Savage Worlds doesn't support a different game style than D&D 3.x is patently untrue. I know, because I've played both extensively. </p><p></p><p>Is it so very different as to be unrecognizable? Of course not. Savage Worlds is very much a "traditional" RPG, in the sense of its discrete action / process sim resolution basis. But even something as simple as the fact that Savage Worlds has a discrete "degree of success" mechanic hardwired into the rules makes it different in play. Granted, it's only a single degree of success, so it's not terribly granular, but it's there. And true, D&D does have degree of success in combat (critical hits), but it doesn't for regular skill checks. </p><p></p><p>This makes a difference. It makes a difference in how players perceive the action, it colors the perception of how action resolution transpires. </p><p></p><p>Of course, perhaps what you're really saying is, "Savage Worlds and D&D 3.x both fundamentally support the same type of game, it's really just a question of how hard you have to work as a GM to get to the type of game you're looking for."</p><p></p><p>If this is the point being made, at risk of being obtuse . . . well, yeah! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> If the point is to say, "D&D can be molded and houseruled into just about anything imaginable," well of course it can. But why do I care if I genuinely want something different? Are you saying that D&D as a core chassis is so fundamentally sound that any attempt to deviate from its core assumptions is really just a fruitless exercise in reinventing the wheel, and that no matter what other system you use, you're basically just choosing a lesser option?</p></blockquote><p></p>
[QUOTE="innerdude, post: 7342846, member: 85870"] While I think there's a lot of truth and good ideas in your post, I do have to call this particular point out. Yes, Savage Worlds very much caused me to think differently about how I prepare for and play out my RPG sessions. But to say Savage Worlds doesn't support a different game style than D&D 3.x is patently untrue. I know, because I've played both extensively. Is it so very different as to be unrecognizable? Of course not. Savage Worlds is very much a "traditional" RPG, in the sense of its discrete action / process sim resolution basis. But even something as simple as the fact that Savage Worlds has a discrete "degree of success" mechanic hardwired into the rules makes it different in play. Granted, it's only a single degree of success, so it's not terribly granular, but it's there. And true, D&D does have degree of success in combat (critical hits), but it doesn't for regular skill checks. This makes a difference. It makes a difference in how players perceive the action, it colors the perception of how action resolution transpires. Of course, perhaps what you're really saying is, "Savage Worlds and D&D 3.x both fundamentally support the same type of game, it's really just a question of how hard you have to work as a GM to get to the type of game you're looking for." If this is the point being made, at risk of being obtuse . . . well, yeah! :p If the point is to say, "D&D can be molded and houseruled into just about anything imaginable," well of course it can. But why do I care if I genuinely want something different? Are you saying that D&D as a core chassis is so fundamentally sound that any attempt to deviate from its core assumptions is really just a fruitless exercise in reinventing the wheel, and that no matter what other system you use, you're basically just choosing a lesser option? [/QUOTE]
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So what exactly is the root cause of the D&D rules' staying power?
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