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]>Date: Friday, August 24, 2012, 9:21 AMSavage 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
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,
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.
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.
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
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