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What don't you like about D&D?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3274041" data-attributes="member: 22882"><p>The Tolkienesque races, and gnomes: I prefer sword & sorcery (which typically has only humans) and anime/console RPG-style fantasy (which typically has strange races unique to a particular world/setting).</p><p></p><p>The wealth by level guidelines: Again, the types of fantasy I like don't 'do' the grab bag of equipment approach. One iconic item (usually a weapon) per PC is more than enough.</p><p></p><p>The lack of a strong 'drama point' or 'hero point' style mechanism: I like the ability to say, as a player, THIS action is important to me and/or my character, and I WILL succeed at it unless my opponent is willing to pony up the same level of commitment.</p><p></p><p>Alignment: Mostly a sword & sorcery vs. high fantasy thing, but I also don't care for the implementation, especially along the Law/Chaos axis.</p><p></p><p>Vancian magic: It was cool in <em>The Dying Earth</em>. I might give it the nod as the coolest implementation of a spellcasting system in a book, if only for the delightfully creative spell names. However, it's somewhat clunky, hard to explain to new players, and I'm sick of it. Ans while Gygax captured the Vancian feel in the early spell names, it's been a while since designers routinely did so. Also, from a game design perspective, I prefer 'per encounter' abilities.</p><p></p><p>Non-effects-based powers system: Since playing HERO, I can't help but prefer mechanics that say what a power/feat/spell/tech/etc. does in game terms, letting the player define the flavor. The 'grab bag of rules exceptions' approach to D&D spells seems untidy and inelegant.</p><p></p><p>Base 20 levels, and the significant change in feel between level 1 and level 20: Make mine 100 or 255. I want meaningful mechanical advancement at least once per session, without the feel of the game significantly changing over the course of, say, 26 sessions. Ideally, I want a typical campaign to go from level 5-10 to level 30-40, like in most console RPGs, without the flavor of the game changing a great deal.</p><p></p><p>Level Adjustment: Between the designers stated desire to err on the side of making LA races weak and the somewhat clunky mechanic itself, I'd love to see a better implementation. Which would be easier using a higher base number of levels! [/SUBTLE]</p><p></p><p>Campaigns that start at 1st level: The characters I'm interested in as adventurers wouldn't start "adventuring" in the D&D sense until they had several levels under their belts. If the game didn't change so dramatically, I might not mind this, but it's not like Spycraft where you can divorce 'power and experience relative to the wider world' from 'character level.'</p><p></p><p>Ability scores instead of ability modifiers: The scores are an anachronism and only get in the way. True20 demonstrates that dropping them is essentially harmless.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3274041, member: 22882"] The Tolkienesque races, and gnomes: I prefer sword & sorcery (which typically has only humans) and anime/console RPG-style fantasy (which typically has strange races unique to a particular world/setting). The wealth by level guidelines: Again, the types of fantasy I like don't 'do' the grab bag of equipment approach. One iconic item (usually a weapon) per PC is more than enough. The lack of a strong 'drama point' or 'hero point' style mechanism: I like the ability to say, as a player, THIS action is important to me and/or my character, and I WILL succeed at it unless my opponent is willing to pony up the same level of commitment. Alignment: Mostly a sword & sorcery vs. high fantasy thing, but I also don't care for the implementation, especially along the Law/Chaos axis. Vancian magic: It was cool in [I]The Dying Earth[/I]. I might give it the nod as the coolest implementation of a spellcasting system in a book, if only for the delightfully creative spell names. However, it's somewhat clunky, hard to explain to new players, and I'm sick of it. Ans while Gygax captured the Vancian feel in the early spell names, it's been a while since designers routinely did so. Also, from a game design perspective, I prefer 'per encounter' abilities. Non-effects-based powers system: Since playing HERO, I can't help but prefer mechanics that say what a power/feat/spell/tech/etc. does in game terms, letting the player define the flavor. The 'grab bag of rules exceptions' approach to D&D spells seems untidy and inelegant. Base 20 levels, and the significant change in feel between level 1 and level 20: Make mine 100 or 255. I want meaningful mechanical advancement at least once per session, without the feel of the game significantly changing over the course of, say, 26 sessions. Ideally, I want a typical campaign to go from level 5-10 to level 30-40, like in most console RPGs, without the flavor of the game changing a great deal. Level Adjustment: Between the designers stated desire to err on the side of making LA races weak and the somewhat clunky mechanic itself, I'd love to see a better implementation. Which would be easier using a higher base number of levels! [/SUBTLE] Campaigns that start at 1st level: The characters I'm interested in as adventurers wouldn't start "adventuring" in the D&D sense until they had several levels under their belts. If the game didn't change so dramatically, I might not mind this, but it's not like Spycraft where you can divorce 'power and experience relative to the wider world' from 'character level.' Ability scores instead of ability modifiers: The scores are an anachronism and only get in the way. True20 demonstrates that dropping them is essentially harmless. [/QUOTE]
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