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1. What do you start with in D&D? Well, technically stats - which is worse - but primarily your job (class). Your job tells you what you can do, and you can do nothing else. 5.0 expands this to your 2nd job (background), which is good, but what we like about some other systems is that you start with your personality, ...
2. In combat, you hit or you miss. If you are trying to convince someone or climb a wall, it's the same principle: a static DC - a number that defines whether or not you succeed or fail. Casting spells means they either 100% happen exactly like you thought - or you are out of [spell resource] and they do not happen at all. Everything is binary
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(D&D has crit successes [and you can add crit fails] but those are only combat rules and still basically binary.)
By contrast, in D&D you start with stats - which narrows what you can even choose to do with a job - or race - ditto - or just your JOB. This defines you completely; it's explicit. You can do no more and no less and you can't do X until level Y. You are a CLERIC: here are your assumptions. It's precise, and at least in some ways, restrictive / limiting. (Even multiclassing only gives you different jobs.) It's beautifully simple and again, if you think I'm saying something bad I refer you to Disclaimer, above.
Exact opposite for me. "Degrees of success" are easy - been doing that a long while in other games. (Swimming across a lake, random degrees of success: you get tired, you do it quickly, you get bit by a fish, you find something in the lake, you start to drown but an attractive stranger pulls you out - seriously, that was 5 seconds.) Figuring out what's a decent mechanic - and then getting players to think in those terms as well - is the challenge.The major barrier here is in coming up with five significantly different outcomes for every possible task. If you're trying to swim across a lake, for example, then success and failure are easy to figure out; but the difference between a "poor success" and an "impressive success" is a bit more nebulous. If all you care about is getting across, then it doesn't matter if you do it well or poorly, and the DM spends a lot of extra time and effort in trying to figure out what each grade of success means for every possible die roll (or just says that any amount of success counts as success, so you can keep the game moving).
Mechanically, it's not much of an issue. Success or failure by 5 or 10 could easily set the boundaries. And if someone is rolling at +9 against a DC 13, then that character never needs to worry about getting a critical failure (let alone a super critical failure). That part isn't really an issue.
I know, sorry.Whew. There's a lot of unpack in your post. So, my initial thoughts.
But that's basically what I did and came up with basically the same idea. I'm wondering if there's another way?Now, I'm pulling these numbers out of my posterior, but you get the idea.
I think we missed each other in your reply. I already do those things and it doesn't change anything. But I'll see if I can check out One Ring, I know it's very popular.Binary Pass/Fail
As a sidebar, I'm starting to wonder if "truly open class design" and "broken builds" cannot be separated. But moreso, I think "broken builds" has more to do with the perspective and experience of the player; therefore it's not a "thing" that a system can really solve. But, everyone has an opinion on this, too - it's also why the world of tabletop RPGs is so wonderfully vast and varied!Class = Job
Yeah, sort of. I'm wary of full a la carte systems where you get to pick and choose whatever features and abilities you want. It's sooooo hard to do that and both have lots of options and prevent broken builds.
"Yes but." The system is so tilted in that direction that even indirectly it encourages that mindset. You can always avoid it, yes: but it's baked in. You have to try not to.While I do get what you mean, it does depend on the player's approach to generating her character and (even more so) how she thinks about her character in-play.
Thanks! A few people ignored my plea and still wrote just to explain to me why I'm wrong about how I feel D&D works. Please don't worry about it.Edit: I just saw that you only want to read from people who have the same opinion as you. So I've deleted my post.
You were very nice about telling me I was wrong, so I'll say: I've seen too many players, when asked what to do, look at their sheets. "What do I do? What are my options? They are listed here, in front of me." D&D works toward this; it's part of how it's set up. Powers are mostly explicitly defined. It doesn't have to be that way, and other systems encourage different perspectives."tells you what you can do and you can do nothing else" isn't really true
No, no, no. I mean, yesin D&D "an attack" is actually intended to be not necessarily a single swing of a sword but an abstracted
Risking people misunderstanding my post, I'll try an example: I like a certain game. The system is clunky and messy and blah blah blah [insert reasons you hate it] (also if you tell me to just go play that game instead you can seriously rot in hell, troll), but when you make a character, you start with: nature and demeanor. What is a one-sentence stereotype that sums up how your character appears to other people? What is a one-sentence stereotype that sums up how your character really is on the inside? Then pick one of 13 personality groups: what is your general outlook on life, how do you express your [power], what do you think about the others who express their [power] and their outlooks on life? THEN you pick your powers, which still don't define your job, either: just things you can do. Possibilities. It's a tremendous role-playing aid, and it can completely change how you think about your character. (Less char-op, for example.)
By contrast, in D&D you start with stats - which narrows what you can even choose to do with a job - or race - ditto - or just your JOB. This defines you completely; it's explicit. You can do no more and no less and you can't do X until level Y. You are a CLERIC: here are your assumptions. It's precise, and at least in some ways, restrictive / limiting. (Even multiclassing only gives you different jobs.) It's beautifully simple and again, if you think I'm saying something bad I refer you to Disclaimer, above.
But it's not, though - and therein lies all the difference. Granted, you picked one fair example - Tremere wizards - but the others could easily play against type. (Maybe many Brujah didn't chose not to be fighters, but they could.) I mean think of this: what class is a Malkavian? Or a Toreador? And the ability to go against type (when there was one) was still a strong option, which helps the mindset.A clan (or equivalent) is very similar to a class in WoD.
I already said this above. But it's not the point: you can, but it isn't encouraged. It's a different mindset.I think you can do the same thing in D&D if you approach it the right way.
But it's not, though - and therein lies all the difference. Granted, you picked one fair example - Tremere wizards - but the others could easily play against type. (Maybe many Brujah didn't chose not to be fighters, but they could.) I mean think of this: what class is a Malkavian? Or a Toreador? And the ability to go against type (when there was one) was still a strong option, which helps the mindset.
I already said this above. But it's not the point: you can, but it isn't encouraged. It's a different mindset.
I have two issues here as well.In D&D, you can have a good chance to succeed or a poor chance, but the results are always the same. And since a poor chance means a 0% outcome most of the time, it discourages you - indirectly, slightly - against even trying at all. "Well a fighter in full plate will never succeed on stealthing so let's kick down the door." (Please ignore this example if you think you can prove me wrong by telling me what's wrong with this example.) This kind of thinking doesn't appear so limiting but once you aren't playing with that mindset it's interesting to see how much it really does limit your creative process. (And it's NOT about being able to do anything or doing things you're not "good" at; it's about the creative process of even approaching the idea of how to tackle a problem in front of you.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.