The Sacred Cow Slaughterhouse: Ideas you think D&D's better without

I could really do without the d20 mechanic.

I don't mean get rid of the d20. I just mean going back to using different resolution methods for different things, like using 2d6 for reaction checks, and possibly even skill resolution checks.
 

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I think there's one other thing: its player base. If we could introduce some different ideas to that big a player base, there's a lot of potential gains there.

All you have to do is run a good game and people will show. How many players do you need? What other gains are there?

IMG I have no alignment, at will casting, and no hobbits. To begin with. People come. Just for example. I am not suggesting other people play just like me.
 

I like the sacred cows of D&D like classes, good evil law chaos, fire and forget magic, etc. To me the game would be near pefect if you took the BECM rules, added the unified mechanic, and made classes and races separate.
 


Gary's version of pseudo-Vancian "magic" and armor class. Replace those with a powered down point-style variant, and a scaling defense bonus with AC as DR, and that might be a D&D I'm interested in. The other issue with AC as it currently stands is it contributes mightily to the "Christmas Tree" magic item effect---all those +2 longswords have to countered by +2 half-plate and a ring of protection.
 




Yup. It introduces too much variability in the outcome.

As for the law/chaos thing that started the thread: I think it has it's place, the problem is that the range between lawful and chaotic is far less than the range between good and evil. Unfortunately, they are modeled as equally big steps.

A simple test: Would a Paladin willingly cooperate with a CG? Yes. With a LE? No.
 

Hero system was invented by bored accountants, and it shows. Yes, there are 7 or 8 different ways to get the same effect, but why would you need to?
You want something that can be adapted to anything, quick and dirty, without needing a calculator all the time? Try West End Games' D6 system. Works amazingly well. Two editions of the Star Wars RPG ironed out almost all of the bugs. It is quick and dirty, and can be brutal. Oh, and they have a nice injury mechanic instead of the usual Hit points. I strongly recommend that route over Heroes/Champions, if you don't want to play "real" D&D.
 


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