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What don't you like about D&D?
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<blockquote data-quote="evildmguy" data-source="post: 3269892" data-attributes="member: 6092"><p>First, to the OP. </p><p></p><p>I agree with what you said. I will also add hit points. They get ridiculous at high levels. </p><p></p><p>My other issues are with the "style" of DND and its rules. The style seems to be almost incompetent characters at low levels, good at mid levels and super heroic at high levels. The style and how the character is played radically changes as those boundaries are crossed. I want heroic fantasy but things change too much. I like the idea of the poster who said that he plays in a certain range and then ends it. </p><p></p><p>The other big issue is its roots and that the rules are still too close to them. DND is based on wargaming, when things like large hit points or a big AC make sense when dealing with large groups of combatants. It is a great way to simulate a group of fighting men. I still find it unfortunate that Mr. Gygax did such a literal translation because I don't think it works well when applied to an individual. Even the spells become more of a wargaming idea. (Fireball, Meteor Swarm and many others just feel like army blasting spells, not things to use in small group combat.) </p><p></p><p>As to Crothian's comment, I still have the opposite reaction. Playing in other games always shows how bad DND (d20) handles things to me. First of all, I still cringe at the thought of using d20 for modern or future games. There is no reason why a gun should take five clips to kill a character. (And I hate the retcon of defining HIT points as the character's ability to dodge damage. Then why did they lose HIT points?) Second, classes don't allow the base of skills that modern and future people would have, again without some retcon allowing for it. Third, after playing a skill based game, I find it very tough to go back to classes. In a skill based game, I can write up a character who is good at sneaking, hiding, opening locks AND fighting. I don't have to sacrifice fighting ability to have other skills. Without multiclassing, which still makes some sacrifices, there is no way to do this in DND and even then, it feels like a patch because the character will never be as good as his single classed counterparts.</p><p></p><p>Of course, that's just my opinion. </p><p></p><p>Have a good one! Take care! </p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 3269892, member: 6092"] First, to the OP. I agree with what you said. I will also add hit points. They get ridiculous at high levels. My other issues are with the "style" of DND and its rules. The style seems to be almost incompetent characters at low levels, good at mid levels and super heroic at high levels. The style and how the character is played radically changes as those boundaries are crossed. I want heroic fantasy but things change too much. I like the idea of the poster who said that he plays in a certain range and then ends it. The other big issue is its roots and that the rules are still too close to them. DND is based on wargaming, when things like large hit points or a big AC make sense when dealing with large groups of combatants. It is a great way to simulate a group of fighting men. I still find it unfortunate that Mr. Gygax did such a literal translation because I don't think it works well when applied to an individual. Even the spells become more of a wargaming idea. (Fireball, Meteor Swarm and many others just feel like army blasting spells, not things to use in small group combat.) As to Crothian's comment, I still have the opposite reaction. Playing in other games always shows how bad DND (d20) handles things to me. First of all, I still cringe at the thought of using d20 for modern or future games. There is no reason why a gun should take five clips to kill a character. (And I hate the retcon of defining HIT points as the character's ability to dodge damage. Then why did they lose HIT points?) Second, classes don't allow the base of skills that modern and future people would have, again without some retcon allowing for it. Third, after playing a skill based game, I find it very tough to go back to classes. In a skill based game, I can write up a character who is good at sneaking, hiding, opening locks AND fighting. I don't have to sacrifice fighting ability to have other skills. Without multiclassing, which still makes some sacrifices, there is no way to do this in DND and even then, it feels like a patch because the character will never be as good as his single classed counterparts. Of course, that's just my opinion. Have a good one! Take care! edg [/QUOTE]
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