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Why we love D&D but hate d20
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<blockquote data-quote="3catcircus" data-source="post: 1510456" data-attributes="member: 16077"><p>Sounds good to me.</p><p></p><p></p><p></p><p>I guess it is a question of speaking the same language - while I agree that there can be varying degrees of realism (style) - I actually did mean genre - that is - different kinds of games (sci-fi, fantasy, horror, anime, etc.) I just don't think that d20 works as well for some genre as for others. It works great for D&D, and is pretty good for Spycraft. But, (as I'll explain below, regarding exponential system), there are scaling issues - both in abilities/skills and in levels (why did they stop at 20 and present a separate Epic Level Handbook in D&D? Did they revamp this is d20 Modern? Spycraft says something to the effect that at level 20, agents retire from the field and become desk jockeys or political movers-n-shakers.)</p><p></p><p></p><p></p><p>An exponential system is one in which a small difference in ability grants a large difference in effect. D20 is a linear system (but not completely): in a completely linear system, the abilities wouldn't require a jump of two to effect a change in the the bonus (i.e. a STR of 11 would be +1 while a STR of 12 would be +2, 13 would be +3, etc.) In D20, abilities gain in power for every 2 jumps in the ability score (i.e. INT 15, 16 = +3, INT 17, 18 = +4).</p><p></p><p>In an exponential system, by contrast, a STR of 18 would be *twice* as good as a STR of 17 (equivalent to a bonus of +4 at 17, +8 at 18, etc.)</p><p></p><p>The reason I feel it is important for a superheroes-type of game is that it (and I know I'll sound like a hypocrite here...) makes the math simple. You won't have Joe Cop with a STR of 10 (average) and Superman with a STR of 10000 or so.</p><p></p><p>I haven't played M&M, but I do own the book and it *does* capture a comic book feel, but I don't think it does it as well as some other superheroes games do. This may rile some people up, but I don't particularly care for HERO. I think Mayfair Games' version of DC Heroes was brilliant, and the TSR Marvel Superheroes (original Basic & Advanced sets) were also pretty good - TSR's system used a linear (%-based) system up to a certain point, then it went exponential.</p><p></p><p></p><p></p><p>True enough - I'd agree that it is middle of the road - maybe if it were tailored a bit more when applied to different genre, it might make some difference - just because someone is 15th level with an attack bonus of +15 doesn't mean they should be able to instantly kill "normal" NPCs.</p><p></p><p>As far as "guns kill everyone..." - I'm definitely not looking for that. Gunfire is actually a pretty random event, after the bullet actually hits. There was a pretty good article somewhere regarding complaints about a different rpg's lack of lethality. The article compiled reports from about a dozen US Border Patrol incidents - in every one, bullets flew everywhere and people took several hits and still lived - the only definite kills were a point-blank shot to the back of the head, and IIRC, a shot to the chest. Think of it this way - remember the scene in Pulp Fiction where they got shot at and didn't receive a scratch? That's closer to real-life than many would believe.</p><p></p><p></p><p></p><p>I think we've solved our difference on the subject of d20!</p><p></p><p></p><p></p><p></p><p>The only danger from such an approach is, as has been discussed elsewhere - the possibility that the game could turn into roll-playing - "I bluff the guard, my roll was a 27!" rather than "'Well, officer, you see, it was like this...' Do I succeed, my Bluff roll was a 27." </p><p></p><p></p><p></p><p>Spycraft is based off of the 3.0 D&D incarnation of d20, more d20 than M&M. But, it makes some strides in the areas of classes and feats. Could D&D's glut of similar prestige classes and feats not be a symptom of d20, but instead may be a symptom of writers with tight deadlines? I don't know - but Spycraft has made sure that, with few exceptions, all of the classes, prestige classes, and feats are very distinct, and in many cases, complementary (such as two feats titled, IIRC, "One hand on the wheel..." and "...a Gun in the Other.")</p><p></p><p></p><p></p><p>True enough - but you would probably have to have people completely new to rpg's since gamers would still exhibit some bias due to prior experiences (i.e. - the fact that you played Traveller will bias you when it comes to playing d20 Star Wars vs. d6 Star Wars.)</p><p></p><p></p><p></p><p>I think the problem I have with d20 Star Wars is an intangible - it just doesn't feel right to me (see my comments on the previous quote, above, regarding gamer bias.) Maybe it feels like they've taken an iconic part of that particular game and made it "generic" - should stuff having to do with The Force be handled like any other feats, skills, or classes, or does it deserve it's own specialized mechanic? The reason I ask is because the movies make it pretty clear that there may be dozens of smugglers or rebel commanders, and a seemingly-infinite number of nameless, faceless stormtroopers, but the Jedi (and the Sith) are pretty special - anyone could become a smuggler or join the Imperial Army, but not everyone can manipulate the force...</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1510456, member: 16077"] Sounds good to me. I guess it is a question of speaking the same language - while I agree that there can be varying degrees of realism (style) - I actually did mean genre - that is - different kinds of games (sci-fi, fantasy, horror, anime, etc.) I just don't think that d20 works as well for some genre as for others. It works great for D&D, and is pretty good for Spycraft. But, (as I'll explain below, regarding exponential system), there are scaling issues - both in abilities/skills and in levels (why did they stop at 20 and present a separate Epic Level Handbook in D&D? Did they revamp this is d20 Modern? Spycraft says something to the effect that at level 20, agents retire from the field and become desk jockeys or political movers-n-shakers.) An exponential system is one in which a small difference in ability grants a large difference in effect. D20 is a linear system (but not completely): in a completely linear system, the abilities wouldn't require a jump of two to effect a change in the the bonus (i.e. a STR of 11 would be +1 while a STR of 12 would be +2, 13 would be +3, etc.) In D20, abilities gain in power for every 2 jumps in the ability score (i.e. INT 15, 16 = +3, INT 17, 18 = +4). In an exponential system, by contrast, a STR of 18 would be *twice* as good as a STR of 17 (equivalent to a bonus of +4 at 17, +8 at 18, etc.) The reason I feel it is important for a superheroes-type of game is that it (and I know I'll sound like a hypocrite here...) makes the math simple. You won't have Joe Cop with a STR of 10 (average) and Superman with a STR of 10000 or so. I haven't played M&M, but I do own the book and it *does* capture a comic book feel, but I don't think it does it as well as some other superheroes games do. This may rile some people up, but I don't particularly care for HERO. I think Mayfair Games' version of DC Heroes was brilliant, and the TSR Marvel Superheroes (original Basic & Advanced sets) were also pretty good - TSR's system used a linear (%-based) system up to a certain point, then it went exponential. True enough - I'd agree that it is middle of the road - maybe if it were tailored a bit more when applied to different genre, it might make some difference - just because someone is 15th level with an attack bonus of +15 doesn't mean they should be able to instantly kill "normal" NPCs. As far as "guns kill everyone..." - I'm definitely not looking for that. Gunfire is actually a pretty random event, after the bullet actually hits. There was a pretty good article somewhere regarding complaints about a different rpg's lack of lethality. The article compiled reports from about a dozen US Border Patrol incidents - in every one, bullets flew everywhere and people took several hits and still lived - the only definite kills were a point-blank shot to the back of the head, and IIRC, a shot to the chest. Think of it this way - remember the scene in Pulp Fiction where they got shot at and didn't receive a scratch? That's closer to real-life than many would believe. I think we've solved our difference on the subject of d20! The only danger from such an approach is, as has been discussed elsewhere - the possibility that the game could turn into roll-playing - "I bluff the guard, my roll was a 27!" rather than "'Well, officer, you see, it was like this...' Do I succeed, my Bluff roll was a 27." Spycraft is based off of the 3.0 D&D incarnation of d20, more d20 than M&M. But, it makes some strides in the areas of classes and feats. Could D&D's glut of similar prestige classes and feats not be a symptom of d20, but instead may be a symptom of writers with tight deadlines? I don't know - but Spycraft has made sure that, with few exceptions, all of the classes, prestige classes, and feats are very distinct, and in many cases, complementary (such as two feats titled, IIRC, "One hand on the wheel..." and "...a Gun in the Other.") True enough - but you would probably have to have people completely new to rpg's since gamers would still exhibit some bias due to prior experiences (i.e. - the fact that you played Traveller will bias you when it comes to playing d20 Star Wars vs. d6 Star Wars.) I think the problem I have with d20 Star Wars is an intangible - it just doesn't feel right to me (see my comments on the previous quote, above, regarding gamer bias.) Maybe it feels like they've taken an iconic part of that particular game and made it "generic" - should stuff having to do with The Force be handled like any other feats, skills, or classes, or does it deserve it's own specialized mechanic? The reason I ask is because the movies make it pretty clear that there may be dozens of smugglers or rebel commanders, and a seemingly-infinite number of nameless, faceless stormtroopers, but the Jedi (and the Sith) are pretty special - anyone could become a smuggler or join the Imperial Army, but not everyone can manipulate the force... [/QUOTE]
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