smetzger said:
What if he disagrees? I also move every 3 yrs and thus must find a new group. A year from now everyone will have their own 3.0/3.5 hybrids.
What if your group decides they don't want to play D&D at all? What if they decide to switch to GURPS Fantasy with aspects of Time Travel and Steam Punk thrown in? What if they want to play Cyberpunk? Or Star Wars? Or any of a near-infinite number of RPGS that
aren't 3.0 D&D? What do you do then?
The point here is that gamers have had to choose their groups based around personal style, and make compromises ever since the first RPG was played. They will continue to do so until the earth is a cold, black dustball. This is not the fault of D&D 3.5 or any other system. It's just that people are different.
When we started playing D&D I
Hated the 2e rules. That's with a capital 'H'. But you know what? The rest of my group wanted to play D&D, and I wanted to run a fantasy game, so I worked with the system. Together we reached a common ground where everyone was happy to be playing. I've always wanted to play in a really good cyberpunk style game, but there has yet to be a system that had the right mechanics and background for me to play. So I've never played one of those games. Others in my group have. Perhaps one day I'll write my own take on the genre - one that doesn't focus on guns and evil corporations like all the other ones do.
Some of others in my group play Marvel Supers, whereas I don't really like the system at all, and I'm not super-keen on the whole idea of it, so I don't play that one either. I will be taking part in the upcoming Star Trek game a friend will run, but not everyone will.
When we swtiched to D&D 3e, I still wasn't totally happy with the rules. That has carried over into 3.5. I use alternate systems for falling, poison, disease, tumble checks, concentration checks, dying, and several other things. I actually go over all the house rules when a new player joins, there's that many of them. For example: I think it's absurd that falling does a flat 1d6 / 10 feet max of 20d6. In 2e I had house rules for falling as well. Now, it's the same damage as before, along with a Fort save or die, DC equal to 2 per 10 feet fallen. Fall 200 feet and take 20d6 and a fort save of DC 40 or die. Have you ever considered jumping 200 feet with no protection? Well, my PCs won't either.
