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The game police, they live inside of my head
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<blockquote data-quote="Jer" data-source="post: 3769242" data-attributes="member: 19857"><p>I've got to ask - how do you play third edition D&D this way? What you're describing is actually a lot like how I run B/X D&D games (since the statistics are so - well - minimal in that game), but 3e combat alone is sooo fiddly - with so many feats that affect how this happens and how that happens - not to mention the impact of all of the numbers that Skills bring to the game - it just seems like 3e would be rules overkill and the combat system would be horribly clunky for that playstyle to me. (I've toyed with the idea of creating a "B/X version" of 3e with a simplified combat system, streamlined feats, etc to be able to use that playstyle with a slightly more modern set of rules, but that's something on my long to do list that will perhaps be moved to creating a simplified version of 4e...)</p><p></p><p></p><p></p><p>To swing a bit off topic: Sorcerer is DEFINITELY not for anyone of a simulationist bent - if you want numbers on your sheet that represent how well you swing a sword, or how strong you are Sorcerer will not be for you. But it's certainly not set up as a round robin story telling game either - there's still a GM who is running a scenario, and players still tell the GM what actions they want to take and what they want to have happen when they succeed. There's less of "I swing my sword at the barbarian" and more of "I want to best the barbarian champion to impress the crowd" going on - and conflicts usually get resolved with a single die roll, rather than trying to simulate every sword swing. It certainly isn't for everyone - especially if reading "this is how this game SHOULD be played" or "this is what GOOD fantasy is" type lectures in your game books annoys you (see also almost anything produced by White Wolf circa mid-90's).</p></blockquote><p></p>
[QUOTE="Jer, post: 3769242, member: 19857"] I've got to ask - how do you play third edition D&D this way? What you're describing is actually a lot like how I run B/X D&D games (since the statistics are so - well - minimal in that game), but 3e combat alone is sooo fiddly - with so many feats that affect how this happens and how that happens - not to mention the impact of all of the numbers that Skills bring to the game - it just seems like 3e would be rules overkill and the combat system would be horribly clunky for that playstyle to me. (I've toyed with the idea of creating a "B/X version" of 3e with a simplified combat system, streamlined feats, etc to be able to use that playstyle with a slightly more modern set of rules, but that's something on my long to do list that will perhaps be moved to creating a simplified version of 4e...) To swing a bit off topic: Sorcerer is DEFINITELY not for anyone of a simulationist bent - if you want numbers on your sheet that represent how well you swing a sword, or how strong you are Sorcerer will not be for you. But it's certainly not set up as a round robin story telling game either - there's still a GM who is running a scenario, and players still tell the GM what actions they want to take and what they want to have happen when they succeed. There's less of "I swing my sword at the barbarian" and more of "I want to best the barbarian champion to impress the crowd" going on - and conflicts usually get resolved with a single die roll, rather than trying to simulate every sword swing. It certainly isn't for everyone - especially if reading "this is how this game SHOULD be played" or "this is what GOOD fantasy is" type lectures in your game books annoys you (see also almost anything produced by White Wolf circa mid-90's). [/QUOTE]
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