What's right with D&D?

Crothian said:
1. Multiclassing
2. Free Metamagic
3. Synergy
4. Two-Handed Weapons
5. Balancing Per Encounter Instead of Per Day
6. Neverending Buffs
7. Combat Expertise and Power Attack
8. Point Buy
9. Rerolls
10. Magic Item Creation

:lol:

You are teh funny... :D
 

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Dykstrav said:
What do you like about D&D?

As I posted elsewhere in considerably more detail. . .

D&D does wish fulfillment and player empowerment right. It focuses squarely on these two things, and doesn't let other stuff like "realism" or "immersion" get in the way of what most gamers consider to be fun. Most people roleplay to be things that they aren't or can't be in real life and D&D lets that happen -- and then takes it to a whole new level. For this, D&D is to be commended (as I also mention elsewhere, if this hobby relied solely on artsy games to stay afloat, it would have sunk a long time ago).
 


Here's another vote for the OGL....singularly the best thing about 3.X. Not only does it allow you to publish your own system fixes, but it allows you to gain a whole gamut of system fixes/ideas/adventures from a ton of other people.

Next best thing: NPC classes and prestige classes. Sure, PrCs can get out of hand, but it is nice to be able to stat normal folks in a better way than the old 1-4 hps of 1e, without making them the equal of like-levelled adventurers. In my houserules, I have toned down the abilities of folks like commoners to make the adventurers more buff in comparison. PrCs make up for the generic 3e cleric, and allow the creation of truly distinct locations and groups. Both are very good concepts, especially if PrCs are kept "prestigious" (at least in NPC terms).

Third best thing: Reversing the THAC0 order. Instead of figuring out what I need to hit AC 0 and working my way back to the target number, the progressive ACs of 3.X allow clearer and easier math. That's a good thing.

Honorable Mentions:

(1) Differentiating how monsters attack using feats and special abilities. Now, fighting a crocodile and fighting a dog can actually feel different.

(2) Breaking monsters down into types. They could have gone farther with this, but I like very much what they did.

(3) Item Creation Feats. I'm not keen on how easy they made this, but I like the idea a lot. With the inclusion of a few house rules, this works very well.

(4) Skill system.


I'm sure there's more, but that's off the top of my head.

RC
 

I don't play D&D just because it's fun or social, I already do hundreds of other fun and social things :p

I play D&D because it's "serious fun", a game where you actually have to think a lot about many aspects that are not usually available in other types of games:

- it's a game where people play together rather than in competition

- it's got problem-solving challenges that require a balance between common sense and risky courage

- it has interesting resource management issues at different levels

- because you play a character and not a bunch of numbers, the PC's personality/ethics/motivation make a strange blend with tactics and efficiency

These are interesting things and have their own fun, but you can't find them in any other game than a RPG, that's why I like playing D&D, otherwise when we only want some more basic light-hearted fun we play cards which is easier :D
 

I notice that the original question maybe was intended more about "what's good about D&D specific ruleset"...

Well I started with D&D and I see no reason to move away. But at least these parts of the rules are something I'm particularly fond of:

- using d20 for all "checks" is a great idea

- there are enough but not too many classes, so the roles are still usually quite clear

- characters are infinitely customizable, especially thanks to feats but also variants

- the skill system is just great

- the monster design is very solid, hence it's easy to modify them or creating new ones

- the CR system helps a lot in designing encounters


There are of course areas that could have been better (certain combat options are more complicated than worth for example) but that's a topic for one of the countless other threads... :)
 

I'm a little unsure wether the OP meant to ask "why is d20 better than other rpg´s" or "why is d20 an improvement on earlier versions of the game"? People seem to have been answering both questions.

my answer to the first question: d20 isn't (much) better than (some) other rpg's, even fantasy ones. It is possible to play games with similar themes as d20 with other systems. But d20 has the best support, for any rpg system ever. And it is relatively simple and can make for uncomplicated games, perfect for 3-4-5 hours of simple fun with the friends. Also, nostalgia, and being comfortable with a system we know, rather than expending time and energy on learning a whole new rpg.

Other systems can do things equally well and other things better, but dnd certainly promotes having good ol fun.
 

Sorry if I wasn't clear. :) Specifically, what I was thinking about is all the homebrewing I've seen over the years. I'm gearing up to run a 3.5 game, set in generic Greyhawk and allowing basically anything out of the WotC product line for general D&D. I haven't seen a game like this but once since the 1E days.

People seem to make substantial changes and house rules to D&D in order to "fix" it and make it playable according to the needs and desires of their group. There's considerable discussion about the merits and benefits of various materials and play styles. I just haven't seen this level of discussion going on about other games.

For example, in the old Vampire: the Masquerade, all the games were essentially run 'by the book.' There were significant gaps left in the specifics of the setting so that individuals and groups could flesh out the mysteries of the world for their own games. Groups sometimes introduced new rules elements such as new paths of Thaumaturgy or even new disciplines from time to time. But no one ever wanted to make their own clans to replace the standard vampire clans in the same way people want to refit races and classes. Combat, feeding, blood pool, backgrounds, and social abilities essentially worked across the spectrum no matter if you played in Chapel Hill, NC or Modesto, CA. I admit, this probably had something to do with how loose the rules set was. But the phenomenon extended across to other games as well, even in the current day.

What if people didn't like Vampire the way it was written? They didn't play Vampire at all. They didn't try to 'fix' it. Same thing with Battletech or RIFTS or Star Wars or Call of Cthulhu.

What if people don't like D&D? Most players seem to write their own supplemental house rules and modifications to make it something that they do like than just shrug it off.
 

Just about what everyone else said plus:

1) Miniatures - I'm tactile, I like buying stuff, I like collecting stuff, so minis give me something to do.
 

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