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Why we love D&D but hate d20
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<blockquote data-quote="dead" data-source="post: 1514441" data-attributes="member: 18707"><p>I never said d20 systems all "felt like D&D". No, some d20 systems have bastardized the core rules so much that they don't feel like D&D and all you've got left is the thin thread: roll a d20 against DC that makes them "d20".</p><p></p><p>But that's the point. d20 fails as a "generic" system because you have to change it so much to get it to work (specifically science fiction).</p><p></p><p>A good "generic" system allows you to use the rules in any genre without changing them. You can take a PC from one campaign and it could conceivably work in another.</p><p></p><p>With d20 you can't do this because everyone changes the core rules so much to work with whatever genre . . . sci-fi, Cthulhu horror, etc.</p><p></p><p>I mean, just take a look at the statistics. Probably 80% of d20 products are "sword & sorcery" type worlds while 20% are sci-fi/modern. I think this is telling us that d20 (err . . . D&D) is only "truly" suitable for medieval fantasy.</p><p></p><p>On the other hand, take a look at GURPs. About 20% is medieval fantasy; 20% sci-fi; 20% modern; and 20% misc. These stats show that it is a good "generic" system because there is an even spread of genres. I mean, this makes sense too because GURPs was specifically designed to be generic. As opposed to d20 that was designed from a fantasy medieval system.</p><p></p><p>Don't get me wrong, I love a lot of the fantasy medieval d20 products on the market (Malhavoc Press is great). But d20 that is not fantasy medieval? No thanks! Non-fantasy medieval d20 has to bastardize the core rules too much to work -- I'd rather play GURPs! (I'm glad that it works for a lot of you out there, though.)</p><p></p><p>P.S. I'm not a troll, I'm a bullywug (and no racism on EnWorld please).</p></blockquote><p></p>
[QUOTE="dead, post: 1514441, member: 18707"] I never said d20 systems all "felt like D&D". No, some d20 systems have bastardized the core rules so much that they don't feel like D&D and all you've got left is the thin thread: roll a d20 against DC that makes them "d20". But that's the point. d20 fails as a "generic" system because you have to change it so much to get it to work (specifically science fiction). A good "generic" system allows you to use the rules in any genre without changing them. You can take a PC from one campaign and it could conceivably work in another. With d20 you can't do this because everyone changes the core rules so much to work with whatever genre . . . sci-fi, Cthulhu horror, etc. I mean, just take a look at the statistics. Probably 80% of d20 products are "sword & sorcery" type worlds while 20% are sci-fi/modern. I think this is telling us that d20 (err . . . D&D) is only "truly" suitable for medieval fantasy. On the other hand, take a look at GURPs. About 20% is medieval fantasy; 20% sci-fi; 20% modern; and 20% misc. These stats show that it is a good "generic" system because there is an even spread of genres. I mean, this makes sense too because GURPs was specifically designed to be generic. As opposed to d20 that was designed from a fantasy medieval system. Don't get me wrong, I love a lot of the fantasy medieval d20 products on the market (Malhavoc Press is great). But d20 that is not fantasy medieval? No thanks! Non-fantasy medieval d20 has to bastardize the core rules too much to work -- I'd rather play GURPs! (I'm glad that it works for a lot of you out there, though.) P.S. I'm not a troll, I'm a bullywug (and no racism on EnWorld please). [/QUOTE]
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