What do you like about D&D?


log in or register to remove this ad

Hmmm...hard to name a single thing. I simply like it, as a game, be it Red Box, 2E or 3E, or a variant like C&C. I like playing it, reading it, talking about it, and sometimes simply looking at the covers, daydreaming about the adventures hidden behind them.

Conversely, like with many things that one likes very much, there's also lots of little stuff that has the potential to frustrate me at times, but in the end, that doesn't diminish my love of it. :)
 


I can only think of one thing: It is dead easy to get a group together.

If you say, "Do you want to play Ars Magica?", many people have never heard of it.

If you say, "Do you want to play D&D?", nearly everyone has heard of it, even people who have never played (and even many non-gamers, rabid or otherwise).

Other than that, gimme about a half-dozen other systems ... primarily because of all the reasons first posted (levels, hit dice, alignment, classes, etc.).
 

Things I like about D&D

Feats - The ability th tweak my character inside the class I chose to play.
Spell System - Simple and Easy
Expandability - I can basically change the game anyway I want and it is still D&D

I am very competitive. Any game I play I hate it if I don't win. I like D&D because since winning is not the goal I can just have a great time playing it rather than trying to win it.
 

Reliable magic. I hate how in most other RPGs I've played casters have to make a roll to cast a spell. RPG casters often seem much more incompetant at their craft than I expect.

Heck, in one game, you had to have a "spell throwing" skill based on dexterity to hit with a lightning bolt. My PC could cast lightning bolt easily, but seldom actually hit with it!

Now, granted, in D&D the victim may have a saving throw, but that change in feel--he avoids the effect rather than my spell fails--means a lot. But, it's also nice that the "victimless" spells (& some that aren't victimless) never fail.

The Sovereign Stone & (Coda) Lord of the Rings games had something of a compromise. Failing a roll didn't mean the spell failed; it would have other effects. (e.g. Costing fatigue/magic points. The Sovereign Stone system was particularly interesting in that you skill & rolls ended up determining how long it would take you to cast the spell.)

Jeremy757 said:
I think its funny that on a D&D fansite that the "What I don't like about D&D" thread has twice as many replies as the "What I do like about D&D thread"

For me, it's just easier for me to "see" things I don't like. If you asked me to list things I didn't about Traveller, then WFRP, then Gurps, then Rolemaster, then Harnmaster, then Hero, &c. I could then look for commonalities in those lists to tell you what I like about D&D v. all other RPGs. If you just as me what I like about D&D, I'll tend to draw a blank.
 


There are many great things about D&D. Among my favorites:

1. D&D doesn't require players to know more or less than their characters. By keeping player and character knowledge equivalent the players get to share in all the surprises and fun the characters have while exploring new things. A player doesn't need a mechanic to fake knowing how brain surgery works (for when they play a brain surgeon in another game), instead the player's own abilities and skills are represented through his or her character.

2. The secrets of D&D are underwraps and gleam through the early publications. Details of a world untold hint at greater truths in the OAD&D DMG and many of the 1E adventures. The details of these mysteries were never fully answered by any product even the original Greyhawk setting (many were admittedly just made up by Gary Gygax and were not from his game). By including inticing secrets of magic and wonder in those old books D&D opened the imagination instead of shutting it with complete answers published for any and all to read.

3. When my fellow players and I storm a castle, slay the overlord, and yet decide to keep on the goblinguard to run the dungeons below we know this playground world is ours. The game is not bordered or boarded; it allows fun to bubble up from all our giggling minds.
 

howandwhy99 said:
1. D&D doesn't require players to know more or less than their characters. By keeping player and character knowledge equivalent the players get to share in all the surprises and fun the characters have while exploring new things. A player doesn't need a mechanic to fake knowing how brain surgery works (for when they play a brain surgeon in another game), instead the player's own abilities and skills are represented through his or her character.
You completely lost me there. I'm not even sure what you're saying, but if you're saying what I think you're saying, I'd say that that's completely not true. I guess I'm just all-round confused by this claim.
 

Wombat said:
I can only think of one thing: It is dead easy to get a group together.

If you say, "Do you want to play Ars Magica?", many people have never heard of it.

If you say, "Do you want to play D&D?", nearly everyone has heard of it, even people who have never played (and even many non-gamers, rabid or otherwise).

Other than that, gimme about a half-dozen other systems ... primarily because of all the reasons first posted (levels, hit dice, alignment, classes, etc.).

Yes.

I like DND in that it got me into RPGs and I enjoy playing them.

Have a good one! Take care!

edg
 

Pets & Sidekicks

Remove ads

Top