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Would you play D&D if the sacred cows were sacrificed?
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<blockquote data-quote="ColonelHardisson" data-source="post: 3073190" data-attributes="member: 363"><p>How else would you introduce new mechanics? Any game is likely to use the elements they're based upon to introduce new mechanics. Otherwise, what is the alternative? Entirely new mechanics? Or no new mechanics at all? I think it's unrealistic to think there is a way to design a game that obviates any need for further supplements. There will always be somebody who wants more, despite how comprehensive the game seems. Plus, what game company is gonna design a game that would never require further publications to add to ro support it?</p><p></p><p></p><p></p><p>Such as? I think the core rules of D&D cover a lot of concepts pretty well. The only thing really lacking is an article discussing how to use the rules to model a wide variety of concepts. James Wyatt had a series of articles in Dragon soon after the release of 3e demonstrating how multiclassing could be used to generate a variety of concepts, but they sank away quietly as everyone scrambled to get the new prestige classes. It's not because these prestige classes were any better at modeling a given concept than multiclassing or wise selection of skills and feats. It was, and is, because prestige classes are the new shiny toy. Plus, they are the weak link in 3e - I like the concept of prestige classes, but if there's anything about 3e most likely to cause power creep, it's prestige classes.</p><p></p><p></p><p></p><p>That's more a problem with prestige classes than a problem with the core rules or the sacred cows.</p><p></p><p></p><p></p><p>No it wouldn't. If you think that sacrificing some of D&D's most enduring sacred cows will eliminate rules bloat due to endless supplements, I'd say you'll end up disappointed. GURPS doesn't use classes and levels, and how many supplements does it have? </p><p></p><p></p><p></p><p>The accumulating weight of the system you speak of is, in my opinion, a non-issue. The game is only crushed under that weight if one is compulsive and has to use every supplement. The core game can be used for just about any given character concept from classic fantasy. The core can be used on its own without recourse to any other books. The game mechanics don't "force" anything. There will never be the perfect game system that somehow eliminates the need for additional or alternative rules.</p></blockquote><p></p>
[QUOTE="ColonelHardisson, post: 3073190, member: 363"] How else would you introduce new mechanics? Any game is likely to use the elements they're based upon to introduce new mechanics. Otherwise, what is the alternative? Entirely new mechanics? Or no new mechanics at all? I think it's unrealistic to think there is a way to design a game that obviates any need for further supplements. There will always be somebody who wants more, despite how comprehensive the game seems. Plus, what game company is gonna design a game that would never require further publications to add to ro support it? Such as? I think the core rules of D&D cover a lot of concepts pretty well. The only thing really lacking is an article discussing how to use the rules to model a wide variety of concepts. James Wyatt had a series of articles in Dragon soon after the release of 3e demonstrating how multiclassing could be used to generate a variety of concepts, but they sank away quietly as everyone scrambled to get the new prestige classes. It's not because these prestige classes were any better at modeling a given concept than multiclassing or wise selection of skills and feats. It was, and is, because prestige classes are the new shiny toy. Plus, they are the weak link in 3e - I like the concept of prestige classes, but if there's anything about 3e most likely to cause power creep, it's prestige classes. That's more a problem with prestige classes than a problem with the core rules or the sacred cows. No it wouldn't. If you think that sacrificing some of D&D's most enduring sacred cows will eliminate rules bloat due to endless supplements, I'd say you'll end up disappointed. GURPS doesn't use classes and levels, and how many supplements does it have? The accumulating weight of the system you speak of is, in my opinion, a non-issue. The game is only crushed under that weight if one is compulsive and has to use every supplement. The core game can be used for just about any given character concept from classic fantasy. The core can be used on its own without recourse to any other books. The game mechanics don't "force" anything. There will never be the perfect game system that somehow eliminates the need for additional or alternative rules. [/QUOTE]
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