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Sorry - I think the point was missed...
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<blockquote data-quote="Akrasia" data-source="post: 2430972" data-attributes="member: 23012"><p>For crying out loud John! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>From earlier this thread:</p><p></p><p></p><p> </p><p>And your reply:</p><p></p><p></p><p></p><p>The difference between us has to do with ‘detail’ <em>not</em> ‘consistency’. </p><p></p><p>You feel that lots of detail is necessary in your FRPGs, whereas I do not. (I guess I just don’t get the obsession with ‘mechanical detail’ in a fantasy setting – certainly Tolkein, Howard, and Leiber never felt this compulsion, and chose to focus more on story elements. I prefer to focus on the forest rather than the trees – but that’s obviously a debate for another thread.)</p><p></p><p></p><p></p><p>I find this view somewhat strange. Why bother with <em>both</em> highly differentiated classes <em>and</em> lots of variation <em>via</em> feats?</p><p></p><p>My own view is that a game should either go with <em>lots</em> of distinct classes, <em>or</em> a few highly variable classes (something along the lines of either the d20 Modern basic classes, or the 'generic classes' in UA and True 20).</p><p></p><p>Really, once you introduce choice among feats, the whole idea of set 'class abilities' seems somewhat redundant.</p><p></p><p>In short, IMO, if you like strong classes, go with AD&D or C&C. If you like broad classes with lots of choice, go with the True 20 (or the UA) 'generic classes' or d20 Modern 'basic classes'. </p><p></p><p>The problem with 3e D&D (IMO) is that it is ‘neither fish nor foul’ (i.e. it combines both a class system and an ‘ability-choice’ system in a somewhat byzantine form).</p><p></p><p></p><p></p><p>I'll probably look at IH as well, though I have a hard time seeing what it does that Conan OGL does not already do -- minus the cool setting and magic system. (And IH is probably not going to get the same kind of support over the long run.) </p><p></p><p>However, let me pre-empt a potential debate here by stating that both systems (IH and Conan) look far too 'crunchy' for my tastes as a GM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Akrasia, post: 2430972, member: 23012"] For crying out loud John! ;) From earlier this thread: And your reply: The difference between us has to do with ‘detail’ [i]not[/i] ‘consistency’. You feel that lots of detail is necessary in your FRPGs, whereas I do not. (I guess I just don’t get the obsession with ‘mechanical detail’ in a fantasy setting – certainly Tolkein, Howard, and Leiber never felt this compulsion, and chose to focus more on story elements. I prefer to focus on the forest rather than the trees – but that’s obviously a debate for another thread.) I find this view somewhat strange. Why bother with [i]both[/i] highly differentiated classes [i]and[/i] lots of variation [i]via[/i] feats? My own view is that a game should either go with [i]lots[/i] of distinct classes, [i]or[/i] a few highly variable classes (something along the lines of either the d20 Modern basic classes, or the 'generic classes' in UA and True 20). Really, once you introduce choice among feats, the whole idea of set 'class abilities' seems somewhat redundant. In short, IMO, if you like strong classes, go with AD&D or C&C. If you like broad classes with lots of choice, go with the True 20 (or the UA) 'generic classes' or d20 Modern 'basic classes'. The problem with 3e D&D (IMO) is that it is ‘neither fish nor foul’ (i.e. it combines both a class system and an ‘ability-choice’ system in a somewhat byzantine form). I'll probably look at IH as well, though I have a hard time seeing what it does that Conan OGL does not already do -- minus the cool setting and magic system. (And IH is probably not going to get the same kind of support over the long run.) However, let me pre-empt a potential debate here by stating that both systems (IH and Conan) look far too 'crunchy' for my tastes as a GM. ;) [/QUOTE]
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