Re: [dnd-823] Your ideal system - while we wait...

From: Arell
Sent on: Friday, August 24, 2012 5:37 PM
Something Forgian like My Life with Master or Dogs in the Vineyard may fit that bill.

On Fri, Aug 24, 2012 at 5:35 PM, buckky <[address removed]> wrote:
on that note, and giving it some thought, what i would really like in a system is something that requires no knowledge of game rules by players. of course the DM or GM or whatever and writers for settings/modules would need rules that are consistent, but the player could simply discover the dynamics of the world / rules of the game by playing. all the interactions between player and world via DM/GM could be simply intuitive/descriptive. this would really break barriers between systems for players and focus on content of the games and make the rules invisible.

--- On Fri, 8/24/12, Arell <[address removed]> wrote:

From: Arell <[address removed]>

Subject: Re: [dnd-823] Your ideal system - while we wait...
To: [address removed]
Date: Friday, August 24, 2012, 3:23 PM


buckky,
I'm not old, and I know exactly what you mean. The division between 4e players, 3e players, and Pathfinders is ludicrously wide, and even wider for AD&D 2nd  and older. I know a lot of players who play all or multiple systems, but even then they have a "favorite" or "most" D&D experience.

I wish we could be a little more united in our hobby. RPGs are so niche, I wish we could all just recognize that there is not an impassible gulf between systems. I have not played Next, but I hope it rectifies some of this.

As for me, I have mostly been playing Pathfinder recently.

On Fri, Aug 24, 2012 at 3:00 PM, buckky <[address removed]> wrote:
 this is NOT a version bash, not even a comparison of systems, so keep your hackles down everybody.   but this does all kinda rub a burr under my saddle..

 these days ( yes im old ), if someone just says "i play dungeons and dragons" you dont really know what they mean.

 the gap between 1st and 2nd ed ADD was not so great as to make the material fundamentally incompatible, and game play from one to another was frankly near to indistinguishable. but to go so far as to significantly revise the core rules so that this makes compatibility no longer possible means its a different game altogether.

 ive got nothing against new role playing sytems and can understand the need for variety of systems and improvement of systems, but to give each new system a new name would be more logical, would it not? and yes, i get the motivation, i just take issue with it.  

im kinda leaning towards the model that we all just make our own free systems, we already know what we want, and a one size fits all is perhaps no longer appropriate. pre internet this made sense, dungeons and dragons really did make a community that was more or less unified. it was amazing. but now, even that community is hopelessly fragmented within a fragment of the RPG tabletop world. perhaps its just time to give up the ghost and move on. 



--- On Fri, 8/24/12, Karlen Kendrick <[address removed]> wrote:

From: Karlen Kendrick <[address removed]>

Subject: Re: [dnd-823] Your ideal system - while we wait...
To: [address removed]
Date: Friday, August 24, 2012, 9:21 AM


Savage worlds is a great system.  I've been running it for a while and I swear by it.  But there are some flaws in the settings that they put out, not the main system.  Particularly the add-ons you can put onto guns that help your roll or being able to use grenade ammunition with a pistol for the Necessary Evil campaign.

On Fri, Aug 24, 2012 at 9:19 AM, Graham <[address removed]> wrote:
It seems what you want is Savage Worlds.
1) check. I just taught three people all the rules in one evening.
2) check. There's a lot less math required for savage worlds and a 4 is a basic success. Combat was much, much faster. Even with three novices.
3)check. There are a few buffs, modifiers, etc. But not as many as d&d
4) partial check. There are a lot of skills in savage worlds, possibly more than d&d. But since a 4 is a basic success, rolling is a lot faster.
5) partial check. This depends a lot on the setting (necessary evil, deadlands, etc) deadlands had 2 classes that could heal, necessary evil has none (all about self healing).
6) see 5.
7) partial check. You roll two dice in savage worlds and take the higher of the two. Rolling a 1 on both is always a failure. Criticals (or raises, as they're called), are for every 4 above the target number (so for most tasks, rolling an 8 is one raise, 12 is two, etc.)
8) check. With fewer rules, savage worlds and its settings have less dense books. 'Easy on the eyes' is a personal aesthetic choice, of course, but in general I can open a savage worlds book and expect to spend a minute reading a rule versus the 5 for d&d.

Long answer short (too late...) check out savage worlds. There's a lot you can do with it. If you start delving into the various settings, I recommend Deadlands or Necessary Evil.

Zombie <[address removed]> wrote:
I have played 2nd, 4th, and Pathfinder, in addition to lots of Call of Cthuluhu. Unlike many people, I like many things about 4th edition. Every system has it's strengths and weaknesses. So, here is what I would like from a game.

1. Less rules. I would like to be able to teach a non gamer in one evening. 
2. Fast, deadly combat. 
3. Do away with too many modifiers, buffs, and ongoing conditions. These get too hard to track and slow down the game. 
4. Rework skills. If 6 players are rolling to accomplish the same task it will be accomplished, especially if players can keep rolling over a period of time.
5 . Have character classes be unique. Fighters fight, healers, heal etc.
6. No self healing gimmicks. This should fall into the realm of clerics, poition, etc.
7. 1 is a fumble 20 is double. No confirms, expanded crit ranges etc. 
8.  Well laid out books that are easy one the eyes. 
These are what I would like to see. 

Sent from my iPod

On Aug 24, 2012, at 1:44 AM, David <[address removed]> wrote:

I actually learned on 1st edition, but i am old, lol, and started gaming young.
 
One of the things I loved when they came out with second edition was that Psionics and magic were obviously different. I really didn't like finding a caption under dominate in 3.5 that said "see charm". I would like to see them do that again, but expand on it, create new magic systems, make clerics spells different from wizard spells, maybe have them based on the power of their god instead of their wisdom? Or adjusted by wisdom, but mainly based on their god? Perhaps have schools of magic that can only be accessed by people of a particular alignment?
 
I also liked individual xp awards for certain actions, like back in 1st and second edition. Rogues getting xp for disarming traps, fighters bonus xp for defeating creatures, wizards bonus xp for casting spells, and such, make the people in the game interested in everything their character specifically is doing, as well as the team.
 
Also, (believe it or not this was going to be a short comment) make it so you get xp for creating magic items, instead of loosing xp. That was the way it was done in 1st and 2nd, seriously unpopular change in 3.5.
 
David Johnson,
Daniel Black,
If you enjoy fantasy, or know someone who enjoy's fantasy, please check out my new Ebook series at:http://www.smashwords.com/books/view/63138
 
p.s. I gave up on DnD even though I am running a 3.5 game, I am now creating my own system, which I will bring to one of our events once I have completed it, based on my own book series.

From: Luis <[address removed]>
To: [address removed]
Sent: Friday, August 24, 2012 1:29 AM
Subject: Re: [dnd-823] Your ideal system - while we wait...
I learned on D&D 2nd ed but I like a little from 2nd, 3rd, 3.5 and pathfinder (4th ed is  not d&d, lol).
 
Within the fantasy realm I like realism and common sense.....If I can do it in real life I should be able to do it in a fantasy game but better as long as I have the nessesary skills, knowledge or feats. Pathfinder seem to be in the right track to fix D&D because honestly is the same game with a few changes. The only thing I find a little confusing in the pathfinder is the combat manouver stuff. I would have stayed with 3.5 rules on that.
 
I hate what they did with spells in 4th ed. In my opinion they made it all too complicated. I tried playing it twice. Once for like 2 months and I gave it a second chance for like 6 months. Combat took so long, all players were experienced D&D players but new to 4th ed. So many different things to keep up with and remember, it was too confusing to me. Again, just my opinion and experience but my #1 thing were the spells....Not been able to cast spells like in traditional D&D killed it for me.
 
--- On Thu, 8/23/12, Kevin <[address removed]> wrote:

From: Kevin <[address removed]>
Subject: Re: [dnd-823] Your ideal system - while we wait...
To: [address removed]
Date: Thursday, August 23, 2012, 7:28 PM

i don't know if this will post if i simply hit reply on my email.but my Ideal  D&D, would have the realism of 3.5,  (if you can think it theres an alternAtive rule for it) however i like a lot of the fantastic qualities of the AD&D system  (heck they had all the Michael Moorcock references in a deities and Demigods book)____________________________________________________________Woman is 53 But Looks 25Mom reveals 1 simple wrinkle trick that has angered doctors...http://thirdpartyoffers.juno.com/TGL3131/5036d33b71c6c533b23b5st04vuc--Please Note: If you hit "REPLY", your message will be sent to everyone on this mailing list ([address removed])http://www.meetup.com/dnd-823/This message was sent by Kevin ([address removed]) from The Austin Dungeons & Dragons Meetup Group.To learn more about Kevin, visit his/her member profile: http://www.meetup.com/dnd-823/members/33441972/Set my mailing list to email meAs they are senthttp://www.meetup.com/dnd-823/list_prefs/?pref=1In one daily emailhttp://www.meetup.com/dnd-823/list_prefs/?pref=2Don't send me mailing list messageshttp://www.meetup.com/dnd-823/list_prefs/?pref=0Meetup, PO Box 4668 #37895 New York, New York 10163-4668 | [address removed]




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