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Would you play D&D if the sacred cows were sacrificed?
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<blockquote data-quote="JoeGKushner" data-source="post: 3073255" data-attributes="member: 1129"><p>Well, you'd be surprised, but many game engines actually put all the actual, you know, rules in the core book. Other books usually just show you how to use those existing rules to model your own type of campaign. For example, Hero 5th ed has UNTIL power books which show the reader how to create different types of powers. GURPS has the Powers book. ec....</p><p></p><p> </p><p></p><p>You mean outside of the fluff? Outside of the spell descriptions and the guilds, and the backgrounds, and the characters, and going from 30 PrCs to 8? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>I played a lot of rolemaster. In rolemaster, straight from the get go, you could be a warrior-mage. You could be a fighter-thief. Monte took these and other ideas and wisely brought them to Arcana Evolved. There are dozens of o ther types of character you can't play based on the power level of starting characters of that require dozens of sourcebooks to get that right feat/classs/PrC/domian/spell,, etc...</p><p></p><p></p><p></p><p></p><p>Have you actually read any of the GURPS books or are you just talking about the amount of them? The difference is that there are actually not a lot of new rules as opposed to ideas on how to use the rules to master that particular genre. Unless I'm wildly misremembering how GURPS Powers and GURPS Fantasy read.</p><p></p><p>Ditto for Hero. Their Fantasy book is one every gamer running D&D should pick up right now. The stateless information alone is worth the cover price. Same thing for anyone playing Mutants & Masterminds with Champions' Villany Amok, a book of ideas on how to use villains in the campaign that doesn't rely on new rules.</p><p></p><p></p><p></p><p>Nonsense.</p><p></p><p>The D&D engine has NEVER modeled classic fantasy. It models D&D fantasy. An entertaining genre in and of itself but a high level barbarian ala Conan with no magic items facing an equal level CR enemy is going to get his butt handed to him quickly unless the GM is using huge amounts of house rules or a variant d20 system.</p><p></p><p>As far as the perfect game, no, there never will be. However, this doesn't eliminate the need to keep looking at the game to see what changes can be made and made for the better only to be held back by fear. (Hell, Magic Missile is a sacred cow and it's broken. Even in 3.5 where a lot of other spells were nerfed, they coudln't stand up to people and say, "Hey, we're in a new millenium and we're fixing magic missile.)</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 3073255, member: 1129"] Well, you'd be surprised, but many game engines actually put all the actual, you know, rules in the core book. Other books usually just show you how to use those existing rules to model your own type of campaign. For example, Hero 5th ed has UNTIL power books which show the reader how to create different types of powers. GURPS has the Powers book. ec.... You mean outside of the fluff? Outside of the spell descriptions and the guilds, and the backgrounds, and the characters, and going from 30 PrCs to 8? :p I played a lot of rolemaster. In rolemaster, straight from the get go, you could be a warrior-mage. You could be a fighter-thief. Monte took these and other ideas and wisely brought them to Arcana Evolved. There are dozens of o ther types of character you can't play based on the power level of starting characters of that require dozens of sourcebooks to get that right feat/classs/PrC/domian/spell,, etc... Have you actually read any of the GURPS books or are you just talking about the amount of them? The difference is that there are actually not a lot of new rules as opposed to ideas on how to use the rules to master that particular genre. Unless I'm wildly misremembering how GURPS Powers and GURPS Fantasy read. Ditto for Hero. Their Fantasy book is one every gamer running D&D should pick up right now. The stateless information alone is worth the cover price. Same thing for anyone playing Mutants & Masterminds with Champions' Villany Amok, a book of ideas on how to use villains in the campaign that doesn't rely on new rules. Nonsense. The D&D engine has NEVER modeled classic fantasy. It models D&D fantasy. An entertaining genre in and of itself but a high level barbarian ala Conan with no magic items facing an equal level CR enemy is going to get his butt handed to him quickly unless the GM is using huge amounts of house rules or a variant d20 system. As far as the perfect game, no, there never will be. However, this doesn't eliminate the need to keep looking at the game to see what changes can be made and made for the better only to be held back by fear. (Hell, Magic Missile is a sacred cow and it's broken. Even in 3.5 where a lot of other spells were nerfed, they coudln't stand up to people and say, "Hey, we're in a new millenium and we're fixing magic missile.) [/QUOTE]
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