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General Tabletop Discussion
*TTRPGs General
So what exactly is the root cause of the D&D rules' staying power?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 7343752" data-attributes="member: 19675"><p>1) Even though it is notoriously crunchy, you mostly only only encounter that during character creation. So while it can be difficult to create a character, the game comes across as a breeze to <em>play.</em></p><p></p><p>2) Similarly, you almost never need the rulebooks in session- 95% of what you need is on your character sheet.</p><p></p><p>3) I’ve yet to come up with a PC concept I couldn’t model in it, regardless of genre</p><p></p><p>4) the way things are modeled make sense (to me and some others). Best example: Autofire rules. Many modern games- like Mutants & Masterminds- think it is better to simply add extra damage to a single attack to simulate using many attacks, like a machine gun or a super-speedster’s rapid-fire punch. While it is <em>faster</em>, it ignores how sometimes those autofire attacks are distributed among multiple targets.</p><p></p><p>5) the game is truly generic and universal. Unless the GM issues campaign-specific rules, the “Jedi” you make for a sci-fi game could be used as a “mystic warrior” in a fantasy game, simply by changing the character’s name. The truncheon-wielding City Watch could be similarly reskinned as a mall-security rent-a-cop. Not only can that be a great time saver, this also means that genre blending is <em>easy</em>. You want a campaign with Space Marines falling through a dimensional warp into a realm of high fantasy, then its as easily said as done.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7343752, member: 19675"] 1) Even though it is notoriously crunchy, you mostly only only encounter that during character creation. So while it can be difficult to create a character, the game comes across as a breeze to [I]play.[/I] 2) Similarly, you almost never need the rulebooks in session- 95% of what you need is on your character sheet. 3) I’ve yet to come up with a PC concept I couldn’t model in it, regardless of genre 4) the way things are modeled make sense (to me and some others). Best example: Autofire rules. Many modern games- like Mutants & Masterminds- think it is better to simply add extra damage to a single attack to simulate using many attacks, like a machine gun or a super-speedster’s rapid-fire punch. While it is [I]faster[/I], it ignores how sometimes those autofire attacks are distributed among multiple targets. 5) the game is truly generic and universal. Unless the GM issues campaign-specific rules, the “Jedi” you make for a sci-fi game could be used as a “mystic warrior” in a fantasy game, simply by changing the character’s name. The truncheon-wielding City Watch could be similarly reskinned as a mall-security rent-a-cop. Not only can that be a great time saver, this also means that genre blending is [I]easy[/I]. You want a campaign with Space Marines falling through a dimensional warp into a realm of high fantasy, then its as easily said as done. [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
So what exactly is the root cause of the D&D rules' staying power?
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