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I feel that Dungeons and Dragons is entirely oudated in its approach.
Someone prove me right/wrong.
Comments
I've been coming up with my own ideas for years. But they might be more suited toward videogames. I ought to read up on Super Console RPG and also finish reading BESM 3e.
Idea I had a long time ago:
six basic stats: HP, MP, speed, physical attack, physical defense, special attack, special defense. Obviously for a JRPG; derived from Pokémon.
Idea I had just last night: if you want derived stats, here you go.
* strength - how much you can lift/pull/push/etc., how hard you can hit
* dexterity - how fast you can hit (affects multiple hits, rather than based on level in D&D; affected by weapon weight and stuff), how well you can evade, how nimble you are
* wisdom - magic based on intelligence and analysis, and a few other things.
* will - magic based on emotion, and a few other things.
* and then something from which to derive HP, because HP is actually endurance--you don't drop dead at 0 HP; you just can't fight anymore. Ought to have a negative HP count. Still not decided how bursts of adrenaline should work.
* dunno how MP should work yet, but in a setting with multiple schools/sources of magic, there may be different MP schemes.
* dunno about social stats yet.
Wisdom and will are actually based on the wisdom and will stats in Final Fantasy IV, which were used respectively for casting black magic and white magic.
- ALL THESE FUCKING DICE. There's a reason lots of other game types only use a small selection or even one kind of die roll. I get that DnD wants finer control over chance, but in the end it just makes things more complicated. Systems with one die type (WoD, Dark Heresy) work fine and are fast to play with minimum hassle.
- Finely-controlled, locked classes. And even more finely controlled classes based on having particular builds of previous classes.
- Ya know what? Just being too damn complex in general. I understand DnD being complex editions ago when this tabletop RPG thing was just starting up and the designers didn't have the hang of it yet, but, to paraphrase Juan:
> 2011
> More than 3 dice types
Also the setting(s), but that's old hat. DnD does its best to be a fantasy kitchen sink, and how well that works depends on the DM. The lack of research shown about the medieval era is really astounding, but that's niether here or there.
^ That's not so bad. I can see the logic there. d10 systems are a popular design choice for good reason; every calculation is based on divisions of 10, or 10% likelihoods. It makes things simple and easy to quantify for both the designers and players.
I mean, if you asked a bunch of DnD players and a bunch of non-players if DnD was "medieval", I bet most would say "yes".
Whenever you need to do something, the Storyteller assigns a skill to it. You then roll your stat. So if you have 5 strength, you roll 5d10 for a strength roll.
The storyteller then assigns a difficulty to the roll. You must have more sucesses (7 on a single die--rolling a 0/10 counts as two successes) than the difficulty of the roll. The more sucesses you have, the better your character did the action--5 successes on a 5 difficulty roll means that you merely did it, 10 successes on the same roll means you did it fucking EPICALLY.
However, there are lot of skills/conditions that can raise/lower youe dice pool. One of these is the stunt bonus--if you describe what you are going to do in a grandiose and epic way, you can gain extre dice from the Storyteller.
^^ So, like WoD with a side serving of TTGL.
use a small selection or even one kind of die roll. I get that DnD
wants finer control over chance, but in the end it just makes things
more complicated. Systems with one die type (WoD, Dark Heresy) work fine
and are fast to play with minimum hassle.
Actually, I've been thinking, it would be nice if D&D switched from a d20 base to a 3d6 base.
I think I'm being trolled by IJBM.
edit: I posted and now I can see your post. Roffle.
It's like I'm gong to have to make a new post for every time I want to see a response. -_-;