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What are the practical limits of d20+mod vs DC?
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<blockquote data-quote="Desdichado" data-source="post: 5735370" data-attributes="member: 2205"><p>Reasons vary, but one that I think is frequently left off the list--but which in my opinion probably impacts a lot more tables than any other--is that no other system does everything you want it to either. Maybe Burning Wheel or Runequest or HARP delivers on <em>that particular aspect</em> of what I'm looking for, but disappoint on a number of other levels. Picking a system isn't as simple as looking through a bunch of them and finding one that does everything I want it to and delivers exactly the experience I want. I have to make compromises and settle for things that sit a bit uncomfortably with me, and it's more of an art than a science in deciding which quirks and flaws (from my point of view and for what I'm looking for a system to deliver, that is) I can live with or easily avoid or houserule away and still enjoy the game vs. those that are going to be too aggravating to deal with over time. </p><p></p><p>You also get to a point where it just isn't worth the effort anymore. My current homebrew setting, that I've been tinkering with for several years, comes with one of the campaign models from d20 Past as its "endorsed and supported" system of choice, with a custom XP chart that <em>way</em> slows down advancement, and no expectation that the game will <em>ever</em> get above, oh, I dunno, 10th level or so. I actually think that in many ways, Savage Worlds might be a better fit for the setting, but I just don't want to go to the effort of figuring out Savage Worlds enough to run it I'm happy enough with a slight applique of houserules to d20 Modern, or a more significant applique of houserules to 3.5 D&D when my players would rather go that route. Unless you're a real system junkie (I'm not) then a system that is good enough is... well, it's good enough. I've given up looking for the Holy Grail system that does everything I want exactly as I want it, and that's OK. I just don't want to mess with new systems anymore.</p><p></p><p>That doesn't mean that there aren't still a handful of issues I have with my "good enough" system that I still tinker with to try and mitigate. The impact of leveling changing "the story of the game" is one of them.</p><p></p><p>And while it's neither here nor there, the difficulty in running combat without a map and figures or some kind of representation of the combat on a grid is another.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5735370, member: 2205"] Reasons vary, but one that I think is frequently left off the list--but which in my opinion probably impacts a lot more tables than any other--is that no other system does everything you want it to either. Maybe Burning Wheel or Runequest or HARP delivers on [I]that particular aspect[/I] of what I'm looking for, but disappoint on a number of other levels. Picking a system isn't as simple as looking through a bunch of them and finding one that does everything I want it to and delivers exactly the experience I want. I have to make compromises and settle for things that sit a bit uncomfortably with me, and it's more of an art than a science in deciding which quirks and flaws (from my point of view and for what I'm looking for a system to deliver, that is) I can live with or easily avoid or houserule away and still enjoy the game vs. those that are going to be too aggravating to deal with over time. You also get to a point where it just isn't worth the effort anymore. My current homebrew setting, that I've been tinkering with for several years, comes with one of the campaign models from d20 Past as its "endorsed and supported" system of choice, with a custom XP chart that [I]way[/I] slows down advancement, and no expectation that the game will [I]ever[/I] get above, oh, I dunno, 10th level or so. I actually think that in many ways, Savage Worlds might be a better fit for the setting, but I just don't want to go to the effort of figuring out Savage Worlds enough to run it I'm happy enough with a slight applique of houserules to d20 Modern, or a more significant applique of houserules to 3.5 D&D when my players would rather go that route. Unless you're a real system junkie (I'm not) then a system that is good enough is... well, it's good enough. I've given up looking for the Holy Grail system that does everything I want exactly as I want it, and that's OK. I just don't want to mess with new systems anymore. That doesn't mean that there aren't still a handful of issues I have with my "good enough" system that I still tinker with to try and mitigate. The impact of leveling changing "the story of the game" is one of them. And while it's neither here nor there, the difficulty in running combat without a map and figures or some kind of representation of the combat on a grid is another. [/QUOTE]
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