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Why do you choose to play d20 games?
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<blockquote data-quote="3catcircus" data-source="post: 1481134" data-attributes="member: 16077"><p>Hmm - well - I play d20 because that is what my players like (I primarily GM.) I find that d20 is a fairly flexible system that can be easily adapted to different situations, but it is not the best system for every situation. </p><p></p><p>For example, an exponential system is much better suited to superheroes-type games, or any game that needs to elegantly represent items of vastly different power/strength/whatever on a single scale (such as Torg or DC Heroes' systems). The old Marvel Superheroes/Star Frontiers d%/chart-based system works pretty well for this also.</p><p></p><p>Likewise, d20's combat system is not gritty enough for games revolving around more realistic styles of game play - Twilight:2000's system(s) work well, as does the old TFG's Delta Force system - they are lethal enough for a realistic, modern, firearms-prevalent combat system while also reflecting that modern firearms-based combat is not as accurate or deadly as portrayed in the movies.</p><p></p><p>I find that the d20 skill system is overly broad in length but not in breadth - it relegates roleplaying to a skill check rather than interaction between players and/or GM. At the same time, it is not detailed enough for some situations - such as the craft skills.</p><p></p><p>Finally, I find the d20 system's concept of feats onerous at best. While it allows the player to have his character do something that used to be determined by GM fiat (if he possesses the feat), it also pushes the players and GM to make every little situation have it's own feat (for example - Mounted Combat and Mounted Archery are separate feats - why? Isn't Mounted Archery a subset of Mounted Combat rather than a separate situation?!?! Likewise, oughtn't two-weapon defense be a subset of two-weapon fighting? Isn't Twin Sword Style a specialized combination of Two-weapon Fighting and Two-weapon defense, with a little of Dodge thrown in?)</p><p></p><p>Instead of having feats that cover every little situation, there should be less feats with more options per feat.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1481134, member: 16077"] Hmm - well - I play d20 because that is what my players like (I primarily GM.) I find that d20 is a fairly flexible system that can be easily adapted to different situations, but it is not the best system for every situation. For example, an exponential system is much better suited to superheroes-type games, or any game that needs to elegantly represent items of vastly different power/strength/whatever on a single scale (such as Torg or DC Heroes' systems). The old Marvel Superheroes/Star Frontiers d%/chart-based system works pretty well for this also. Likewise, d20's combat system is not gritty enough for games revolving around more realistic styles of game play - Twilight:2000's system(s) work well, as does the old TFG's Delta Force system - they are lethal enough for a realistic, modern, firearms-prevalent combat system while also reflecting that modern firearms-based combat is not as accurate or deadly as portrayed in the movies. I find that the d20 skill system is overly broad in length but not in breadth - it relegates roleplaying to a skill check rather than interaction between players and/or GM. At the same time, it is not detailed enough for some situations - such as the craft skills. Finally, I find the d20 system's concept of feats onerous at best. While it allows the player to have his character do something that used to be determined by GM fiat (if he possesses the feat), it also pushes the players and GM to make every little situation have it's own feat (for example - Mounted Combat and Mounted Archery are separate feats - why? Isn't Mounted Archery a subset of Mounted Combat rather than a separate situation?!?! Likewise, oughtn't two-weapon defense be a subset of two-weapon fighting? Isn't Twin Sword Style a specialized combination of Two-weapon Fighting and Two-weapon defense, with a little of Dodge thrown in?) Instead of having feats that cover every little situation, there should be less feats with more options per feat. [/QUOTE]
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