In the FWIW category
Greetings!
An interesting discussion that I decided to add my own coppers worth.
I agree with the OPs ideas. However, I have been very impressed with what I have seen d20 do, in CoC and Stargate specifically. This is because of my own experiences with players and (A)DND.
When I started DMing, I had one player who was a very strong rules lawyer in my group. As I DMed him for the next ten years, his style of play influenced my style of DMing. Yes, this is me allowing someone to influence my own decisions. I was young and didn't know what I wanted from RPGs as I do now but I know I liked the creativity of coming up with adventures as well as the role playing.
What I still see in the 2E version of DND is its wargaming roots. (A broken record from me, to be sure.) The rule books could have been a wargaming book, except for a very few chapters here and there that talked about role playing. Most of the books were about rules and judging the rules of the game. While I am sure they had something about role playing, none of that sticks out in my mind. (I haven't read 2E books in a long time, so please give me a break on that. I will gladly read about places where they talked about role playing, though.)
What I see in 3E is a little more talking about role playing. However, most of the books still talk about the rules of gaming, specifically with regards to combat and spells.
THIS ISN'T BAD.
However, this does set the tone of the game. There is an emphasis on using these rules while playing, for whatever reason. Yes, the DMG does say that the DM should use these as guidelines. However, I don't think it is mentioned enough to offset how many times they see the rules they are supposed to use, compared to the rule that says these are guidelines. In other words, it does mention two or three times that the rules are guidelines. However, compared to the chapters and chapters on rules, I think the books show an emphasis on the rules.
Again I say, THIS ISN'T BAD. I do think it sets up or suggests a style of game play, though.
Why do I mention all of this? Well, I am talking about my own evolution of gaming. While I loved role playing and creating adventures, I always did so within the framework of the rules. I did have house rules, yes. I did change a few things here and there, more as I got older. However, for the most part, anyone playing in my DND games would recognize it as a DND game.
Within this evolution of my own gaming, I see the style of gaming that also relies upon or uses the rules of the game. Therefore, for myself, the big question has become, do the rules support the type of game that I want to play? To answer that, I need to decide what type of game that I want to play.
I want a game where we all have fun. I want to play a game where players have control over their characters actions. If they want to succeed at something, they should because they want it to happen that way. (Or at least get one success, for those systems that have levels of success.) I want a game that allows a good spell caster but they can't fight. I want a system that allows for the effects of damage on the character. I want a system with heroic elements. I want a game that allows for cool special abilities to be had. I want a game that emphasizes the skill of the character over the roll of the die at all times during a campaign. I want a game where the rules serve these purposes as they are written, with little or no house rules needed.
As a system, DND does not do the things that I want. However, I have read some VERY good d20 games that come close. Stargate (Spycraft) is a VERY good d20 system game. I love how they used hit points (okay, they were forced to because VP/WP weren't in the SRD at the time) and allow for good, i.e. skilled, hits doing more damage. From what people have posted about Traveller, that sounds very good as well, at least in how they used armor and hits. (It would be expensive for me to buy, though, in terms of ROI because my groups prefer fantasy, and so I don't see me using Traveller because of that.) CoC is also quite good.
However, none of these exactly fit what I wanted from a game. I would say Exalted comes close, as does the Storytelling game in general, but for my own tastes, which I haven't been able to completely and thoroughly explain, it still didn't work. I ended up using Alternity. In using Alternity, I have found I have made one house rule and I use my own spell system. Otherwise, I use the rest of it as is. I am not saying this game is for everyone, only that it is a good game for me. I would gladly use it for all of my own RPGs but I wouldn't mind trying Exalted or Dark Ages as well.
Do I think that I could have done what I wanted with d20 or DND? Yes I do. However, I think it would have been House Ruled pretty heavily. (I am pretty sure I would use a lot of rules from Unearthed Arcana if I run a DND game.) I think it would work well and satisfy both my needs and the needs of my player and would be an d20 game.
Here is my question. Many people have posted how d20 is not DND and I agree. How many House Rules does it take before a game system, whatever system, is not that system any longer? Is DND still DND if VP/WP are used? What about armor as DR? Is there ever a point when I am not really playing DND anymore? By this, I mean "core" DND where any player could come in, play and understand, for the most part not 100%, all of the elements of the game.
A good discussion! Thanks!
edg