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The problem with D&D
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3370913" data-attributes="member: 22882"><p>Changing D&D as extensively as you would have to to accomodate the kind of 'realism' you want means your players will have to learn far, far more new rules, and most likely rules of a lower caliber, than if you were to switch systems.</p><p></p><p>Do yourself a favor - grab a copy of GURPS Lite (for the kind of things you want, GURPS is probably your best bet) and tell your players, either you're arsed to try this or somebody else takes over the GM's chair. GURPS Lite is a quick system to learn and will solve most, if not all, of your conceptual problems with D&D.</p><p></p><p>FWIW, what you see as problems with the system are almost certainly, with its brand recognition, its greatest strengths. D&D no more needs to realistically model combat and exploration than Monopoly needs to realistically model real estate trading. More realistic games are available in both fields, and their success is paltry in comparison.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3370913, member: 22882"] Changing D&D as extensively as you would have to to accomodate the kind of 'realism' you want means your players will have to learn far, far more new rules, and most likely rules of a lower caliber, than if you were to switch systems. Do yourself a favor - grab a copy of GURPS Lite (for the kind of things you want, GURPS is probably your best bet) and tell your players, either you're arsed to try this or somebody else takes over the GM's chair. GURPS Lite is a quick system to learn and will solve most, if not all, of your conceptual problems with D&D. FWIW, what you see as problems with the system are almost certainly, with its brand recognition, its greatest strengths. D&D no more needs to realistically model combat and exploration than Monopoly needs to realistically model real estate trading. More realistic games are available in both fields, and their success is paltry in comparison. [/QUOTE]
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