What mechanics do you like?

mmadsen

Adventurer
Third-edition D&D shares quite a bit with its earlier incarnations, but it also borrows quite a bit from other modern games. What game mechanics do you just love? Are there any mechanics from earlier editions that you miss? What mechanics from other games do you really like? Can you retrofit them into D&D?
 
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I miss the quantum mechanic.

The quantum mechanic hits!
The quantum mechanic hits!
The quantum mechanic hits!
You die... --- More ---


Q&
 

What game mechanics do you just love?

I really enjoy Feats. I also naturally enjoy the Fighter class and its Bonus Feat list. I love the way the same simple class can represent a Knight, an Archer, a Pikeman, a Hoplite, a Centurion, etc. In fact, I wish all the classes used Bonus Feats rather than set lists of Special Abilities. (There's no reason Bonus Feats have to be combat Feats, after all.)

Are there any mechanics from earlier editions that you miss?

Not that I can think of.

What mechanics from other games do you really like? Can you retrofit them into D&D?

From other d20 games, I love the Defense bonus, elements of the Wound/Vitality system (mainly just starting with more Hit Points), armor as DR, and Call of Cthulhu's magic with a cost. Those are all easy to retrofit into D&D, except the last one; you have to replace many of the classes (and you probably want to scale things a bit differently, so everyone isn't going insane at the drop of a hat).

From Pendragon, I like the Trait system, and I've suggested using Law/Chaos and Good/Evil as a simple Trait system for D&D (particularly for Paladins and Clerics). I also like it's notion of a Winter Phase or "off season" between adventures, with plenty of mini-scenarios to play out back in town or back at the castle.

From Hero/Champions, I've always marveled at the line drawn between game mechanics and "special effects". You can use the same rules for an ice blast, fire blast, optic blast, etc. A guy who can run up walls and over water really just has a limited form of flight. You can even fit this into D&D a bit, most obviously by modifying existing spells with cool "flavor", or by reinterpreting existing feats slightly.
 


The skill point system is very good, they just made it too easy to get high bonuses in certain skills. The skills really need to be addresses with higher DCs.
 

I like the feats and combat manuevers. Non magical classes now have interesting tricks and aren't superflous at high levels.

The skill system is okay, but much better than proficiencies.

I like Domains, mostly because I could never keep track of what spheres I was supposed to have. They provide a nice way of making priests of different gods different, while keeping enough similarities that they aren't different classes.

The new multclassing system is good, too. No more triple class abominations that can do the jobs of any 3 single class characters, or combine their powers to create an unstoppable force.

I wish they had included a decent spell, feat, and (prestige) class creations system. I just got HERO and the coolest thing about it is that you can build almost ability because you can create powers from the ground up. I wish DnD had a power construction system like that.

I also liked the super flexible "classes" of Alternity, and I'm surpired they didn't give the DnD classes anywhere near the same level of flexibility. It kind of sucks how some classes have little customizability. For example, most Monks are going to end up pretty much the same.
 


I think the multiclassing mechanic in 3E is great. It's a heckuva lot more flexible than the old system, and less prone to abuse. Now even if you have a character concept that isn't easily handled by the core classes, you can usually find some combination that will do the job.

Classes like the monk and paladin (and to a lesser extent, the barbarian) are relatively set in stone, true. However, the multiclassing mechanic means that you still have options if you want to play these classes. You can be a handy martial artist by being a fighter/monk, for instance; or a ninja by being a rogue/monk. It's just a matter of finding the right combo.
 

mmadsen said:
[BAre there any mechanics from earlier editions that you miss?[/b]

Not many. I might miss the kits if they were ever implemented right -- as a DM I liked the ability to focus chargen from level 1. I also like some of the flexibility afforded by S&P.

I liked the old OA era martial arts.


What mechanics from other games do you really like? Can you retrofit them into D&D?

Hero system's power mechanic -- probably couldn't retrofit it, but it would be nice if D&D had a metasystem to design classes, etc.

Hero system's martial arts maneuvers. I could make them as feats, but feats are too expensive in context of the system to do it in as much detail.

I always liked MegaTraveller's task mechanic, but 3e already resembles it in many ways.

Overall, I can't think of many mechancics that I like that whouldn't feel "strapped on."
 

I really like the feats, multiclassing, and the fact that thief skills are now normal skills but they get lots of them.

I too miss the old 1e martial arts. The weapon mastery rules from basic (or master I should say) D&D were also fun.

I really like the xp systems of GURPS, Shadowrun, White Wolf, and BRP, but I don't think they would retrofit into classed D&D well.
 

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