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I feel that Dungeons and Dragons is entirely oudated in its approach.

2

Comments

  • edited 2011-11-06 01:47:51
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    " 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."

    How? Is there really going to be someone that baffled by the difference between 1d6, 1d8, and 1d12 damage? It technically is more complicated but the only real obstacle is making sure you get all the dice and when you're spending $40+ on RPG books (a much larger problem with TTRPGs by and large) five bucks for a dice set isn't that tough to get.

    "Finely-controlled, locked classes. And even more finely controlled classes based on having particular builds of previous classes. "

    This hasn't been true since third edition, and it's even less true with fourth edition. This is, in fact, something nostalgiafags complain about and if you say you meant older editions, then fuck you. Fourth edition is what 's out and it's the only one that matters.

    " Ya know what? Just being too damn complex in general."

    Depends on what you play. D&D is a game where you can set your own complexity level. If you just want to hit shit you've got stuff like warlocks and rogues but you can also take advantage of other rulelists many people don't look at, but is there for the benefit of people who like crunch to their game. 

    Overall, I think D&D has a few too many rules, but the basics are immensely easy to grasp. Die roll + weapon bonus + stat bonus. Is it higher than number x? Okay, then roll damage. Okay, it loses that many hit points.

    Not rocket science.

    In any case, I can see not liking these things, but I fail to see how it makes the game outdated. 

    There you go you whiny bastich.
  • One foot in front of the other, every day.
    Anyway!

    In short, the issue isn't so much on my end. I know the system. The issue is how efficient and intuitive the system is, and that's where I feel DnD fails, especially in a modern context where there are better alternatives out there. DnD's rules are okay, basically, but I don't feel "okay" cuts it when it's the go-to example of a TTRPG for newcomers to the gaming table.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Oh, I definitely don't feel it should be baby's first RPG, but it's got momentum on its side. 

    I probably wouldn't introduce someone to RPGs with WoD either though...
  • edited 2011-11-06 01:34:41
    One foot in front of the other, every day.
    Even WoD vanilla? The basics are easy enough.

    Need X successes at any task, roll Y dice, modified by difficulty. Any roll of 8-10 counts as a success.

    Sure, the expansions muddle it a bit (especially Mage. Any edition of Mage. x_x), but the core is simple.

    At least with TTRPGs, though, one is able to rest easy knowing that a good GM will make any game awesome. Although I suppose one could also say that a bad one will make any game terrible.

    Verily, TTRPGs are as kind or cruel as the dice themselves.
  • One foot in front of the other, every day.
    goddammit IJBM let me see my pooooost ;_;
  • edited 2011-11-06 01:43:13
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    I've never met a single person who played WoD vanilla. In any case, there are a lot of complications in the game itself. God help anyone who wants to grapple someone or take on any fighting specializations, not to mention that a lot of stuff is poorly worded, conflicts, or doesn't make sense. I sometimes have to make up my own eratta because fuck you book if someone gets hit by a car their dumb ass takes Bashing damage.

    Also different weapons can be downright confusing. I've read most of the main line from cover to cover and especially armory and I still don't know how automatic fire is supposed to work.
  • You can change. You can.
    indent, quotemarks

    SOMETHING, DAMNIT!
  • One foot in front of the other, every day.
    LEMME SEE IT JUST BUGS MEEE
  • One foot in front of the other, every day.
    I've never met a single person who played WoD vanilla.


    Sometimes I think the vanilla version is the most interesting, because the players are just ignorant human beings thrust into supernatural situations. No special skills, no special equipment, location of GM's choice. It's the kind of game where the players know least what to expect, and that appeals to me as both a GM and player.
  • One foot in front of the other, every day.
    How?
    Is there really going to be someone that baffled by the difference
    between 1d6, 1d8, and 1d12 damage? It technically is more complicated
    but the only real obstacle is making sure you get all the dice and when
    you're spending $40+ on RPG books (a much larger problem with TTRPGs by
    and large) five bucks for a dice set isn't that tough to get.



    It's because it conflates the system of logic the system is based on. Being a d20 system, it's set on intervals of 5%. When you add things like d8, d6 and d12 that have no connection to this standardised interval, you're just beginning to pile on things that don't click. One of the great things about, say, Dark Heresy is that it uses the 10% intervals of its d10 system for everything, thereby establishing common logic between all game mechanics. This results in a game that's easier to learn, with less to remember, with less resources required and a faster game experience. They might sound like small things, but it all adds up. 


    Fourth edition is what 's out and it's the only one that matters.


    Rofl 4fag


    Depends
    on what you play. D&D is a game where you can set your own
    complexity level. If you just want to hit shit you've got stuff like
    warlocks and rogues but you can also take advantage of other rulelists
    many people don't look at, but is there for the benefit of people who
    like crunch to their game.



    Personally, I feel that having to roll one die type for hitting and then having half a dozen types for different weapons, special effects and so on is too complex. Not difficult to grasp, mind, but as I mentioned above it conflates the core logic of the system and slows the game down. You just don't need it. I'd say the best sort of damage dealing I've seen is in Dark Heresy, where a melee attack, depending on the weapon deals

    Xd10 + Y + strength modifier

    and that goes for everything. One die type, a damage modifier based on the weapon, and some extra juice for your character's brawn. Logical, simple and universally applicable. Ranged weapons are exactly the same without the strength modifier. And it all ties into the system.

    WoD is similarly logical and intuitive, but I know you're familiar with that one.

    Remember that all games, tabletop or vidya, seek to abstract reality in a way that suits the game. When it comes to video games, the design is about what you put in the game. Tabletop games are the opposite; their restrictions are about what you clearly place outside the boundaries. Because tabletop games therefore have so much more gameplay diversity by definition, there need to be rules in place that cover any kind of situation. While games like Dark Heresy and World of Darkness lay out simple, intuitive rules that can be applied to any situation the players or GM can think up, DnD continues to stifle itself.

    Keep in mind that TT gaming is not all about combat, either, as much as poor GMs might imply otherwise. When it comes to TTRPGs, I feel the best systems are always the ones that allow the greatest player flexibility with the simplest set of rules and calculations possible to keep the game moving and the focus on the events that are unfolding. Tabletop games, more than any other type, have the greatest license to abstract reality and DnD fails to take advantage of that. That's why it's outdated; the game design mindset is stuck in a period of more literal rule interpretation when rules should function more like a player toolset.
  • edited 2011-11-06 01:58:25
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Yeah, but there's a game that does that better. It's called Call of Cthulhu. =P

    Honestly, I don't think WoD is very good for straight horror unless you're going for a more Universal/Hammer feel.
  • One foot in front of the other, every day.
    My issue with Call of Cthulhu is that the nature of the setting means Rocks Fall, Everyone Dies is the implicit end of every plotline. Not that I dislike that in itself, but WoD can carry a continuous campaign better, and can fit the tone of anything from Alien to Ghostbusters. If I want Rocks Fall, Everyone Dies, Everyone Who Doesn't Lives On In Despair, I definitely (would) play CoC(k ololol). But WoD's baseline setting of "all that shit? Real. Also, have a sandbox" is something I err towards.

    Speaking of which, I should get down to writing a few scenarios. Unfortunately, I make the best GM out of any of my friends. T_T
  • You can change. You can.
    how the fuck did just happen to this thread

    the post order wasn't even this

    what the shit, bro

    what the effing fuck
  • One foot in front of the other, every day.
    what the actual fuck mang

    magic thread

    magical
  • "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."

    This really shows more of a lack of understanding on your part of the DnD system.

    Really, the only die that is consistently used is the d20 (hence the name, d20 system). The other dice are simply weapon accessories to attacks and damage. You'll roll any of the dice besides a d20 or a d6 very little.

    "Finely-controlled, locked classes. And even more finely controlled
    classes based on having particular builds of previous classes"

    This wasn't the case in 3.5 and it is certainly false in 4th. Multiclassing was very flexible in 3.5. Much less so in 4th, but a huge veritably of classes are available.

    "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:"

    Not really. I learned two different systems of dnd with little more than a few sessions. Especially true for fourth edition, where everything is simple and easy. The only real argument is the nuanced rules that only come into play in rarer situations, and it's REALLY easy just to look them up in the online compendium.
  • One foot in front of the other, every day.
    The discussion might be invisible at this point, but it's been had.
  • One foot in front of the other, every day.
    JBridge, that was beautiful.

    Thank you.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    WoD can certainly play a wider variety of stuff, but that shit can't carry horror. Trust me. I've tried.
  • edited 2011-11-06 03:47:23
    One foot in front of the other, every day.
    You suuuure? Because in my experience, it's the GM that carries horror. The system is almost immaterial in that respect.

    Edit: Bwahahaha, check out how fucked-up the last page is. :D
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Well, maybe I can't carry horror then, but I feel there's just too much to the system that's oriented towards non-horror aspects. I tried to do a low-level hunter game with the slasher supplement and my players kept on getting pissed that their guns weren't blowing shit away.
  • One foot in front of the other, every day.
    > my players

    There's your issue. Players can't have anything imposed on them. You have to trick them into getting into the mindset, unless you come out and say that it's a horror session. Sometimes, though, the best horror is when they gradually come into the realisation that they're shit out of luck with conventional means of problem-solving.
  • One foot in front of the other, every day.
    Also, this thread makes me want to write a TTRPG.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Admittedly, I don't know how to get people into a proper terrified mindset outside of going full-on Tomb of Horrors and I don't have the patience to make something that harrowing.
  • One foot in front of the other, every day.
    One of the issues is that most horror "tricks" only work once, or very few times, unless they become thematic of a situation. For instance, one trick I have up my sleeve is anytime the players are walking through a ruined town, destroyed castle, burnt forest, abandoned warehouse, ect., they can hear the sounds of the place functioning normally despite the place being fucked up. So if they're in a dead forest, they'll hear birds and animal cries, but only find ash and corpses.
  • edited 2011-11-06 04:11:08
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Again, I think part of the problem is that no matter how many spooky pictures and stories you put in the text, giving players that many goodies, even to look at, is always going to make them feel like superheroes.
  • One foot in front of the other, every day.
    The clear answer is to use the horror stuff at the beginning of a campaign, before the characters have any particularly fun goodies. Such goodies can be the reward for overcoming obstacles with their wits, so in the end you have something like Alien, Aliens, Star Wars.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Even then, though, you'll have at least one player rifling through the book deciding what he's going to buy with his oodles of XP. 

    Also, I guess I've just never been in a place where the mood was right. Always brightly lit school buildings and game shops. =/
  • One foot in front of the other, every day.
    Neither have I, really. Although a friend of mine has the perfect place. The back of his place as an old horse stable, and some tables and chairs have been moved up to the second level. We generally just use it for smoking weed, but there are only two electric lights. Both are yellow, lanternesque worklight types. Other than those, we just light candles.

    On the right night, when it's warm enough to be fine but juuust cold enough to be a little uncomfortable...
  • edited 2011-11-06 07:00:00
    Has friends besides tanks now
    Aw, damn. I missed a pretty good discussion. But for all the flaws that D&D has, in one edition or another, I don't think that an abundance of dice is one of them; it allows for greater precision with less die rolls, and it's generally a given that the bigger die represents a harder-hitting weapon. And most characters are going to rely on one type of die besides the d20 anyway. And there's a ton of variety in classes a player can play, depending on which books the DM allows or disallows, at least in 3.5 edition. Hell, multiple options are given for the same concept a lot of the time (e.g. want to be a necromancer? Would you like to do so as a wizard, a cleric, or a dread necromancer? Do you want prestige with that?). Classes have less real variety in 4th edition, but the difference between them all is apparent, and there are enough additional options at higher levels that a person can make a unique character, if they give it a couple minutes of thought.

    My biggest problem with D&D (both 3.5 and 4e, though I haven't played any older editions) is that it's so combat-oriented. In the hands of the wrong group, this impedes roleplaying, which ought to be a crucial part of the game. Another problem with 3.5 is that the breadth of options tacitly condones powergaming and min-maxed character builds unless you restrict splatbooks, but doing that makes it even harder for meleers to keep up with decently-made casters, unless you overhaul casters altogether (which, given what they can do, is a fine idea, mind).

    The rules are only as complex as any player wants to make them; if they want to play a fighter, they probably won't have trouble keeping up, and if they want to play a caster, it's on them to know their shit. It should be up to the DM to clear up any rules problems the player isn't aware of.
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