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Why we love D&D but hate d20
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<blockquote data-quote="3catcircus" data-source="post: 1505910" data-attributes="member: 16077"><p>Well - there are thousands who would beg to differ. Many of us like AD&D for the fact that it *wasn't* dumbed-down, "balanced," white-bread like 3.x is.</p><p></p><p>If you are talking about the mechanics - how is d20 *any* different than AD&D? Whether you roll against a THAC0 with negative armor classes or add Atk Bonus to your roll vs. a positive armor class, the mechanic is the same. After all - adding a negative is subtracting a positive, and vice versa. The difference is in the math manipulation, not in the "roll dice and beat a target number" mechanic. </p><p> </p><p></p><p></p><p>Sorry, but I think the hole in your argument is the fact that GURPS was *designed,* from the ground up, to be generic and multi-genre. d20 games use a ruleset that was *designed,* from the ground up, to be D&D (or some fascimile thereof.)</p><p> </p><p></p><p></p><p>I'll refute your argument - try applying d20's level/class system to a realistic military simulation like Twilight:2000. You can't do it as well as TW2K's own rules since you can't realistically model the fact that skills may not necessarily improve with an increase in "rank." For example - I've been in the military (navy - submarine reactor operator) and I've seen plenty of E-4's who were more competent than some E-6's. In a d20-based simulation of such a situation, the E-6 would be better at his job than the E-4, just because he'd have more level's in his "class."</p><p></p><p>So - once you stray far enough away from any commonality between genre, you *do* have to use different systems.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1505910, member: 16077"] Well - there are thousands who would beg to differ. Many of us like AD&D for the fact that it *wasn't* dumbed-down, "balanced," white-bread like 3.x is. If you are talking about the mechanics - how is d20 *any* different than AD&D? Whether you roll against a THAC0 with negative armor classes or add Atk Bonus to your roll vs. a positive armor class, the mechanic is the same. After all - adding a negative is subtracting a positive, and vice versa. The difference is in the math manipulation, not in the "roll dice and beat a target number" mechanic. Sorry, but I think the hole in your argument is the fact that GURPS was *designed,* from the ground up, to be generic and multi-genre. d20 games use a ruleset that was *designed,* from the ground up, to be D&D (or some fascimile thereof.) I'll refute your argument - try applying d20's level/class system to a realistic military simulation like Twilight:2000. You can't do it as well as TW2K's own rules since you can't realistically model the fact that skills may not necessarily improve with an increase in "rank." For example - I've been in the military (navy - submarine reactor operator) and I've seen plenty of E-4's who were more competent than some E-6's. In a d20-based simulation of such a situation, the E-6 would be better at his job than the E-4, just because he'd have more level's in his "class." So - once you stray far enough away from any commonality between genre, you *do* have to use different systems. [/QUOTE]
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