weasel fierce said:
As for new DM's, more rules does not mean an easier game.
If the DM knows he is "allowed" to wing it, he'll do so. In the beginning he might make some mistakes but the game will move along, and you'll get to the point.
PLease explain how having countless charts of modifiers, DC's and exceptions to look up during an important scene, makes the game easier for a new guy ?
"Countless charts of modifiers, DCs and exceptions?"
Haven't seen those. In fact, 3e has almost no charts whatsoever. The DC system is incredibly simple, and the Player's Handbook offers example DCs for each task that all conform to the same standard of easy-moderate-difficult-etc. I don't know what D&D puts out, but my Mongoose Conan DM screen lists those sample DCs in one place that I don't have to even open a book to find.
It makes things a
heck of a lot easier than any prior version of D&D. Easier for a newbie, who understands that if something's pretty tough, it's DC 15 or 20. Easier for an experienced GM, who can judge the rough difficulty of tasks in seconds and assign them a single number once and for all.
The modifiers don't come on charts, and a good GM, new or not, makes the players deal with them (for PCs, anyway). Most are pretty simple.
As for exceptions, there's never been a version of D&D with less, and this is the most important thing.
Still, SilCore > d20 > pre-d20 D&D.
weasel fierce said:
Having numerous rules gives people a false impression of actually having to USE those rules. Something that is rarely beneficial, especially when you are still new to the game, or even roleplaying as a whole.
d20's rules are very simple. Its
content is voluminous, but its
rules could be condensed into 2-3 pages. Remove the lists of races, classes, skills, feats, equipment, advice and especially SPELLS from the Player's Handbook and you have a slim, concise volume of rules. Remove just the spells (and the race, classes, skills and feats that reference them) and you have a slim, concise volume, complete with content.
I'm not sure what rules you "have to actually use?" All 10 pages? Which are somewhat overwritten to make sure they're very specific? That's less than Warhammer and not much more than Risk!
weasel fierce said:
Why did Wizards take this philosophy ? My main guess is because they did Magic the Gathering. I played it a long time ago, before my interests drifted away, and we had fun and solved rules issues on hte fly. But for tournaments, you needed very strict interpretations and solutions, with no room for questioning. When they developed D20, they applied the same philosophy, failing to, or perhaps just missing, that the roleplaying game is a completely different beast, and the same approaches will be doomed to fail, if applied.
Roleplaying games are not completely a different beast, and d20 has succeeded wildly by any measure other than pure personal preference.
Wizards' experience with Magic the Gathering presumably had next to nothing to do with the development of the d20 system, since, as far as I know, none of the D&D 3e design team had any connection to their Magic counterparts. However, if it had any effect, perhaps it led to d20 being not just a fun activity but also a consistent and somewhat elegant
game - something AD&D never was, though Basic D&D was.
weasel fierce said:
Assisting new players is not done by complicating the game, its done by explaining more on how to play and run D&D.
I agree that complicating the game does not assist new players. Since d20 simplified the
game considerably, it did so.
Unfortunately, neither the core rules nor most GMs address the surplus of content by separating it from the rules.