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Why do you choose D&D?
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<blockquote data-quote="Imaro" data-source="post: 3790495" data-attributes="member: 48965"><p>I can understand this, but I will say different fantasy games have different rules...thus a different feel when played. It also can boil down to the rules being a better fit for other people. I honestly find it easier to create things on the fly with Mongoose's Runequest because my mind works with flat percentages better. I automatically know that if my players have attack/dodge/parry rolls in the 60-70% range a monster/NPC with a 20-30% range will be a pretty easy combat, 40-50% will slightly favor them, 60-70% is a 50/50 chanace of them winning or loosing and for a really hard fight 80%-100%.</p><p></p><p></p><p></p><p>Well I don't know if it's tedious or pointless, that's a matter of oppinion, since I do most of my shopping online it's not really a factor for me. I can respect the fact that D&D does the kind of fantasy you want, but I can also see games that support other types better. I like swords and sorcery and yes, D&D can be twisted and modified and houseruled into a decent set of rules for this type of play...but I'd rather spend my money on something closer to the type of fantasy I like. Now if I want to play high fantasy then I'll go with D&D. </p><p></p><p></p><p></p><p>I'm not saying I don't like D&D anymore or will never play it. But I do have issues with it. Originally D&D was my go to game because of quick character generation, easily picked niches and it's overall simplicity for new players to grasp. However I don't think it really does this well anymore. It's become more of a hybrid game between totally customizable characters(skills, feats, easier multi-classing, etc.) and a class-based system(class abilities, BAB, HD, magic, etc.). This tends to frustrate me more than satisfy me because I can't make exactly the character I want, but it isn't really that quick to generate characters either.</p><p></p><p></p><p></p><p>I don't think their insignificant reasons, and if I came off in any of my posts that way I apologize. I don't really want to convince you not to play D&D...I really don't know your tatses or interests well enough to even try. I could tell you why I feel Runequest is better for me but that's not the same as it being good for you. A few of my reasons are as follows...</p><p></p><p>1.) Better customization of characters yet still, IMHO, a little quicker than D&D 3.5, you rol up ability scores, choose a background(Peasant, Noble, Barbarian, etc.)...choose a profession(soldier, shaman,etc.) then distribute your extra skill points. You also choose what skills you want to go up in through the game rather than everything "leveling" up, and certain things being off-limits in D&D progression.</p><p></p><p>2.) It's easier to construct homebrew professions than classes in D&D. Every profession is just a number of skills whose modifiers add up to 50%(in increments of 5 or 10)</p><p></p><p>3.) Less abstract, and slightly grittier, combat with all the tactical choices that D&D offers.</p><p></p><p>4.) Magic systems that actually replicte many systems found in Sword and Sorcery literature...(Sorcery, Runes, Summonings, Divine Magic through cults, lost technology, etc.) </p><p></p><p>5.) Easier to create opponents on the fly. Everythings percentages so it's easier for me to grasp and judge</p><p></p><p>6.) Even has something very similar to feats called Legendary Abilities that allow PC's to do extraordinary things once they reach certain levels in their skills. Personally I like this approach, it keeps them feeling special and cuts down on character complexity in the beginning. If you want characters to start with them they have rules for starting the PC's off more experienced than beginners.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3790495, member: 48965"] I can understand this, but I will say different fantasy games have different rules...thus a different feel when played. It also can boil down to the rules being a better fit for other people. I honestly find it easier to create things on the fly with Mongoose's Runequest because my mind works with flat percentages better. I automatically know that if my players have attack/dodge/parry rolls in the 60-70% range a monster/NPC with a 20-30% range will be a pretty easy combat, 40-50% will slightly favor them, 60-70% is a 50/50 chanace of them winning or loosing and for a really hard fight 80%-100%. Well I don't know if it's tedious or pointless, that's a matter of oppinion, since I do most of my shopping online it's not really a factor for me. I can respect the fact that D&D does the kind of fantasy you want, but I can also see games that support other types better. I like swords and sorcery and yes, D&D can be twisted and modified and houseruled into a decent set of rules for this type of play...but I'd rather spend my money on something closer to the type of fantasy I like. Now if I want to play high fantasy then I'll go with D&D. I'm not saying I don't like D&D anymore or will never play it. But I do have issues with it. Originally D&D was my go to game because of quick character generation, easily picked niches and it's overall simplicity for new players to grasp. However I don't think it really does this well anymore. It's become more of a hybrid game between totally customizable characters(skills, feats, easier multi-classing, etc.) and a class-based system(class abilities, BAB, HD, magic, etc.). This tends to frustrate me more than satisfy me because I can't make exactly the character I want, but it isn't really that quick to generate characters either. I don't think their insignificant reasons, and if I came off in any of my posts that way I apologize. I don't really want to convince you not to play D&D...I really don't know your tatses or interests well enough to even try. I could tell you why I feel Runequest is better for me but that's not the same as it being good for you. A few of my reasons are as follows... 1.) Better customization of characters yet still, IMHO, a little quicker than D&D 3.5, you rol up ability scores, choose a background(Peasant, Noble, Barbarian, etc.)...choose a profession(soldier, shaman,etc.) then distribute your extra skill points. You also choose what skills you want to go up in through the game rather than everything "leveling" up, and certain things being off-limits in D&D progression. 2.) It's easier to construct homebrew professions than classes in D&D. Every profession is just a number of skills whose modifiers add up to 50%(in increments of 5 or 10) 3.) Less abstract, and slightly grittier, combat with all the tactical choices that D&D offers. 4.) Magic systems that actually replicte many systems found in Sword and Sorcery literature...(Sorcery, Runes, Summonings, Divine Magic through cults, lost technology, etc.) 5.) Easier to create opponents on the fly. Everythings percentages so it's easier for me to grasp and judge 6.) Even has something very similar to feats called Legendary Abilities that allow PC's to do extraordinary things once they reach certain levels in their skills. Personally I like this approach, it keeps them feeling special and cuts down on character complexity in the beginning. If you want characters to start with them they have rules for starting the PC's off more experienced than beginners. [/QUOTE]
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