J-Dawg said:
I don't find it to be. There's a lot of rules, but the application of them is hardly necessary. At least half the time I run an encounter, I do it with on the fly NPCs where I just make up on the spot hit points, AC, to hit and damage numbers, and add a few abilities or feats as required. I know at least one DM who claims that running high level spellcasters on the fly without statting them out is just as easy, although I haven't really done that much. All you need are the same numbers I listed above, and know how high you can't go over in terms of spell level and you're good to go. Assume that any buff spells are already incorporated in the the numbers listed for further ease of use.
Personally, I'd at least make a list of spells that I'd probably use ahead of time and have them handy, but he doesn't even do that.
For some people, they might not mind it so much. For me, its a major annoyance and hassle. I don't have 3-5 hours to stat up opponents for a 6 hour session, AND another few hours for plot hooks/development, AND another 3-5 hours for painting minis. True, the core mechanic of d20 + modifiers to beat a DC isn't complex, but feat interactions, oodles of spell and buff effects, skill synergies, class/PrC complementation, monster advancement, etc- and the thing gets out of hand quickly even with just the core books plus one or two other sources.
On the other hand, I can completely stat out a Savage Worlds adventure in under 1 hour, with minimal hassle since the rules are not spread out everywhere, and I don't have to check feat trees, skill points per level, etc. When D20 and D&D came out, I loved the options and comprehensiveness of the system, and I played it like crazy. But as time went on, either my needs or wants changed, and/or my willingness to go through lots of computations decreased. D20 is a decent RP system, and it has some nice innovations (most are taken from Rolemaster though)- but its not the be-all and end-all of systems- not even close. For people who like that many options and computations, more power to you, but for me the options actually got in the way of the game, and made it much LESS fun.
J-Dawg said:
That does annoy me, but I don't think it's as difficult to "pound the square peg into the round hole" as you're making out. I can usually pull it off with one or two simple houserules in place.
What's harder is convincing your players that they need to get out of the D&D mindset in games like that.
Well trying to tweak D&D to do grim & gritty low magic was a nightmare. We made up several house rules, including: lowered MDT saves, scaling AC with level, altering feat acquisition rate, a non-vancian magic system with less omnipresent spells, alt versions of classes, etc. Those mods worked ok, but by the time you do that, make your character, and check your house rule mods and modify the character based on them, you've easily spent another 2+ hours on game prep- which is the problem I had above.
Our solution was to play WHFRP2 for our g&g low magic games, which it does admirably and with very little complexity, and SW for our heroic and modern games, which it does much better than D&D. We didn't have to house rule the crap out of the systems, since they were built for their specific uses. Its gotten to the point I WON'T run D&D/D20 games anymore, and I'll only play short campaigns in D&D/D20 if its under 10th level. For me, and my group, D&D/D20 just isn't worth the hassle.