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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7769140" data-attributes="member: 6873517"><p>I've played the old Star Wars D20 Revised with it and ran my own 3.5 with tons of Unearthed Arcana D&D game with it, as well as Armor as damage reduction and level based AC. I ran this game from 2004 to 2007 so we had plenty of time to get a feel for the issues. One difficulty is to figure out how to handle the variety and scale of threats that show up in D&D. Ultimately while there are appealing aspects to using a Wounds/Vitality type system and I think for a really gritty type game that didn't feature a really broad variety of weird monsters it would be at its best. </p><p></p><p>It has its moments but ultimately the juice isn't worth the squeeze.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7769140, member: 6873517"] I've played the old Star Wars D20 Revised with it and ran my own 3.5 with tons of Unearthed Arcana D&D game with it, as well as Armor as damage reduction and level based AC. I ran this game from 2004 to 2007 so we had plenty of time to get a feel for the issues. One difficulty is to figure out how to handle the variety and scale of threats that show up in D&D. Ultimately while there are appealing aspects to using a Wounds/Vitality type system and I think for a really gritty type game that didn't feature a really broad variety of weird monsters it would be at its best. It has its moments but ultimately the juice isn't worth the squeeze. [/QUOTE]
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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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