Imaro said:
I feel its excess rules that don't do what they are suppose too. Why? because the nature of a rpg is individualized to the point that I can't see it being regulated with any more certainty by these rules than saying hey...just use common sense and guesstimate. So do we need them?
I for one would rather WotC provide a CR system because it provides a baseline for me to apply my common sense to (eg, Drow will be more of a challenge in the Underdark), and it saves me the time from having to work out how challenging an encounter will be using "common sense".
They could have a void in the rules and say, "Do it on your own", but though they do provide a simple mechanism for designing encounters, I still have the option of doing it on my own. I'd rather they have it and I discard it than they not provide it and me not want to come up with my own challenge system for 200 monsters by myself.
Like I said before wouldn't it be easier to start with a simpler game and let those who want more complexity add it on with supplements. Also isn't there a time when there is actual rules bloat. There has to be a point(maybe even now) where things break down due to an inability for all possible outcomes of infinitely increasing substructures of a rule system to function as a balanced whole?
Sure, there is that point. Whether we've reached that point is a whole other question.
Frankly I'm not interested in the Complete Scoundrel's "Tricks". I'm happy with the skill and feat system as it is, and don't really want it more complicated. So I'm going to leave that out, though I do like some of the effects skill tricks provide.
But it seems like that is what you want: "simpler game ... complexity with suppliments".
Any game can be done like this. What I'm trying to figure out is what rules are necessary for it to still be D&D to majority of people and what rules are not.
...
I totally see what you're saying, and upon reflection feel like my original post didn't exactly communicate what I was actually looking for.So here goes... What rules can be trimmed from the current version of D&D and it still be considered D&D by majority of gamers.
I think you may want to work from the other way around. Instead of asking, "What can we get rid of", you might have better luck with, "What does DnD
need". Firstly, that seems to be the question you're acutally asking, and secondly that will lead people to post what they
like instead of what they
dislike, and that generally leads to happy threads.
And happy threads come from ENWorld.
Top 5 things my DnD game needs to be DnD for me.
Mideval feel and setting, complete with castles, dungeons, ale and whores.
Variety of races: Humans, Dwarves, Elves, Orcs, Goblins, Gnolls, etc.
Monsters: Dragons, Manticores, Hydras, Rust Monsters, Oozes
Multiple and diverse character roles and abilities working as a team. "The Party".
Dice mechanics including a d20.
Most of those are flavor, and the "Dice mechanic" doesn't care too much about the specifics. Which is to say that for me, I could take or leave any particular rule in the game
as long as the flavor of the game remained, and I would still consider it "DnD".