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There are Two Types of Creativity
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<blockquote data-quote="WayneLigon" data-source="post: 759755" data-attributes="member: 3649"><p>I haven't had a problem with d20 'rules creep' so far, I suppose, because we don't use a lot of third party supplements in the games we've had so far. Recently, I've purchased the various 'Path of XXX' books from Fantasy Flight, and might be incorporating some of those classes and PrC's. So I've been pretty careful at picking and choosing. </p><p></p><p>I think that's what confuses some people. The picking and choosing. I guess I've played enough RoleMaster and GURPS to learn how this works. And there are some parallels here for d20. </p><p></p><p>For those who have not played either, both systems have probably five or six <em>times</em> the number of 'rules' that d20 has. RoleMaster, at least the edition I know, which I think is the one just previous to the current one, probably had more than a hundred classes associated with it. GURPS combat and chargen can be run with an attention to detail that would cross a Rabbi's eyes (Sorry, Fiddler on the Roof in the CD player).</p><p></p><p>The emphasis is on 'can be'. Both those systems also acknowledge that no way are you going to use every fiddly bit of it, all the time. Previous to 3E, D&D has been pretty rules-light (yes, I did say that). Now, faced with what is a toolbox instead of a laundry list, some people panic. </p><p></p><p>They just need to learn to pick and choose.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 759755, member: 3649"] I haven't had a problem with d20 'rules creep' so far, I suppose, because we don't use a lot of third party supplements in the games we've had so far. Recently, I've purchased the various 'Path of XXX' books from Fantasy Flight, and might be incorporating some of those classes and PrC's. So I've been pretty careful at picking and choosing. I think that's what confuses some people. The picking and choosing. I guess I've played enough RoleMaster and GURPS to learn how this works. And there are some parallels here for d20. For those who have not played either, both systems have probably five or six [I]times[/I] the number of 'rules' that d20 has. RoleMaster, at least the edition I know, which I think is the one just previous to the current one, probably had more than a hundred classes associated with it. GURPS combat and chargen can be run with an attention to detail that would cross a Rabbi's eyes (Sorry, Fiddler on the Roof in the CD player). The emphasis is on 'can be'. Both those systems also acknowledge that no way are you going to use every fiddly bit of it, all the time. Previous to 3E, D&D has been pretty rules-light (yes, I did say that). Now, faced with what is a toolbox instead of a laundry list, some people panic. They just need to learn to pick and choose. [/QUOTE]
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