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

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Comments

  • One foot in front of the other, every day.
    Anyone mind if I use this thread to dump some ideas? Not that it matters, 'cause I'm gonna do it anyway.

    Right, so, using HP to represent a character's resilience in combat is a good, tried-and-true method. It's simple and pretty intuitive, but some games prove that other methods can work well. The Lord Of The Rings Online, for instance, uses "morale" instead of HP. This means that inspiring speeches and bard songs act as healing, which is a wonderfully thematic approach to it all, and especially ingenious considering LotR's themes of hope and dismissal of despair.

    In the medieval German martial art, Kunst des Fechtens, there's actually a factor similar to hit points. This is simply known as "initiative". The balance of initiative decides the fate of the battle; take all of it and you win. Lose all of it and you die. Simple as that. Based on the realistic assumption and true observation that both combatants are going to try and strike at the same time, why not move initiative away from deciding who gets to attack first, and make it the decisive factor of all combat?

    For instance, each combatant could have a "base initiative". Both combatants gain and lose initiative in synchronicity with one-another; one point of initiative lost is your adversary's gain. When a combatant's initiative reaches zero, they're dead or injured so much that they can't continue the fight. Some fighting techniques might require a certain amount of initiative be matched or exceeded, others might require initiative expendature and others still might only be triggered under a particular level of initiative.

    Since initiative is a completely abstract concept, there needn't be many calculations for weapons or armour; they simply influence initiative.

    So, let's say any given combat has 10 points to go around. By default, both combatants start with 5.

    One (A) is wearing maille armour, one (B) leather. Perhaps maille gives a +1 bonus to initiative to represent the difficulty of putting oneself in a position to effectively pierce it. Leather armour can be struck as normal, but is somewhat protective. Both armour types might give their wearers some respite on an injury table roll.

    So A has 6 points to B's 4. But let's say B has a longer weapon? A has a longsword, but B has a poleaxe, so both combatants are back to 5. And so on and so forth until all the calculations for weapons, armour and skills are done.

    With 10 points to go around, it's begging for a d10 system. Both players roll in separate areas at the same time to avoid confusing dice. The number of dice isn't important. Any roll equal to or under a combatant's current initiative level indicates a success. Both combatants tally their successes, and the one with more raises their initiative (and drops their adversary's) by the difference. When one combatant has 10 and the other 0, the loser dies (if a mook) or rolls on the injury table (if elite or a PC).

    Thoughts?
  • Creature - Florida Dragon Turtle Human
    > I don't see it as being difficult to comprehend or being confusing. Keep in mind, during combat sessions in D&D I pull out my comic books until my turn and look at the board really quickly before deciding my move. I only have to keep track of one weapon, so it's not like an extra die adds any more than ten seconds to my calculation.

    Actually, one of the major problems with D&D is how slow and boring the combat can be.  Your example only highlights that.

    > Part of D&D is indeed its strategy aspect, and it's pretty easy to ignore that and just grabbing weapons you like, but it's a core part of its market. In addition, it all roles down to basic arithmetic. Maybe some halving if you're doing fancy stuff. It does however provide more range for what you can build while still having concrete rules.

    Okay, fair enough, if some of the people playing it are in fact playing it for the strategy/tactics aspect.  That said, it seems like you've got those people, you've got the role-players, and then you've got the people who are in it for the social gathering aspect.

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

    I missed replying to this earlier.

    This reminds me about my criticism of D&D's complexity.  Not quite the above but something else: There are just so many things to think about and keep track of when I'm making and playing a character.

    For character creation:
    * HP
    * AC
    ** flat-footed AC
    ** touch AC
    ** armor bonuses
    * strength
    * dexterity
    ** initiative
    ** reflex save
    * constitution
    ** fortitude save
    * intelligence
    ** skill points per level
    * wisdom
    ** will save
    * charisma
    * speed (not to be confused with dexterity)
    * attack bonus
    ** base attack bonus
    ** weapon-specific attack bonus/penalty
    *** sources of bonus/penalty
    ** damage
    ** crit range
    ** crit multiplier
    ** damage type
    ** ammo
    * alignment
    * deity
    * possessions
    * cash on hand
    * magic
    ** spell slots per day/encounter/etc.
    ** DCs of spells
    ** known spells
    ** prepared spells (if different)
    *** if wizard, whether in possession of spellbook and spell component pouch
    ** domains and powers / specialty and barred schools / etc.
    ** spell failure chance
    ** undead turning
    * animal companion/familiar/etc.
    ** basically another list of many of the above stats
    * appraise
    * balance
    * bluff
    ...
    ...
    ...
    * tumble
    * use magic device
    * use rope
    * race and class features
    * languages

    Oh, and when you actually play the character:
    * cash on hand
    * current HP, temporary HP, nonlethal damage, etc.
    * how long spell effects and other item or magical effects last
    * temporary ability score penalties, such as from poison
    ** and how these affect the TONS of derived scores, such as the skill bonuses
    * pack weight
    * possessions
    * whether weapon is ready or not

    I've observed that D&D is closer to the simulationism side of things than the simplicity side of things.

    > You suuuure? Because in my experience, it's the GM that carries horror. The system is almost immaterial in that respect.

    Can you do horror with Risus?

    > MadassAlex's "initiative" idea

    Hmm, that's definitely something.  A device that makes combat so simple that you don't actually play through the fights as much as barely simulate them.
  • One foot in front of the other, every day.
    There's more to it, mind, but it was getting wall-of-texty as it was.
  • Creature - Florida Dragon Turtle Human
    I actually am interested in the Risus system as well, though I think in some cases it should be tweaked such that you don't lose a die when you lose a round.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Regarding the earlier discussion about horror, I'm convinced that there doesn't exist a system that can't carry horror (except possibly one so poorly-made that it can't carry anything). Hell, D&D can carry horror if it's done right.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    "Actually, one of the major problems with D&D is how slow and boring the combat can be.  Your example only highlights that."

    You act like I don't have ADD and don't do this for every RPG I play. =P
  • I like stacking the dice while I wait for it to be my turn.
  • Creature - Florida Dragon Turtle Human
    Look, if you're not playing for the sake of tactical tabletop wargaming, then would you say that a single encounter battle taking anywhere from half an hour up to several hours is too damn slow?
  • > 2011
    > More than 3 dice types


    Savage Worlds uses more then 3 dice types. And it has won a shit ton of awards

    So does Warhammer 40k Dark Heresy.


    So hrrrm, lulwhat?
  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
  • You can change. You can.
    >Pony

    no fuck you
  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    You have no sense of adventure.
  • You can change. You can.
    Well, we could always play a Firefly RP.

    MALK! GET YO ASS ON IT
  • Creature - Florida Dragon Turtle Human
    I have a sense of adventure that does not involve role-playing as a cartoon pony.
  • edited 2011-11-06 19:47:10
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    I'm already trying to get a vampire game running. >:|

    Hey, Forz, if you get level four of protean, you can transform into a pony!
  • Has friends besides tanks now
    I'd join, but I don't know if I want to learn oWoD or not, since I just made a new nWoD character and would probably prefer that system. All I know is that I want to join some sort of Vampire game.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    It's pretty similar, and I'd be handling the majority of the crunch. Hell, I could even make your character if you just give me a relatively detailed character concept.
  • Creature - Florida Dragon Turtle Human
    More of you ought to learn BESM (3e in particular), so we could play a game of that sometime.
  • edited 2011-11-06 20:02:41
    Has friends besides tanks now
    ^^ I already have a character concept (and that character fully statted-out, in fact), and I've heard that there are easy methods of character conversion from new to old and vice-versa. I can look those up and then hand my character sheet to you. Assuming I feel like oWoD.
  • You can change. You can.
    V:tM won't happen.

    do it, malk. you know you wanna be wash again.

    come on



  • edited 2011-11-06 19:56:44
    One foot in front of the other, every day.
    So does Warhammer 40k Dark Heresy.


    This only uses and requires d10.  Unless you count d100, which is a funny interpretation of 2d10, or d5, which is .5d10.

    Can't comment on the other one, though.


    More of you ought to learn BESM


    Also, this.
  • edited 2011-11-06 19:56:22
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    ^^^Sounds good.

    ^^^^I've heard conflicting things about it, but if you're willing to run I'm willing to learn.
  • edited 2011-11-06 20:03:12
    You can change. You can.
    bah, this post don't make sense.
  • Creature - Florida Dragon Turtle Human
    Unfortunately I don't know enough to run yet.  At least, I don't feel confident enough about my GMing skills.  Never done it before.  Yeah, I know there's a first to everything.

    I'll get around to finishing reading the BESM 3e book soon.  I've read about half of it.  As in, "read every word" sort of reading.
  • One foot in front of the other, every day.
    Hey Glenn, send me a PM and I'll give you a rundown of some GM stuff. It's always kinda anxious at first, but it's no impossible task. And sometimes the players will almost do it for you.
  • Creature - Florida Dragon Turtle Human
    I'm also not sure if I'm enough of a purebred otaku to do BESM right.  Then again, BESM seems to be more like a generic system than a setting-based system, with references to multiple settings that almost certainly shouldn't be used simultaneously.
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