zozotroll said:Flatscan, nice pic, but man does it hose posts. I hate that long strung out crap.
flatscan said:PrinceYyrkoon said:Yeah, Im familiar with the situation as regards D20 and OGL licence. I meant stratchingg it, in that the 4th edition isnt, neccessarily bad, but just so...different. The only connection to history is the use of a 20 sided die. It doesnt mean its a bad game. And, even though it doesnt actually ban you from 'role play', it certainly, actively, discourages it. You can mould a game to suit obviously, but its not a smooth fit when you try to do it with 4th. And, yes, Ive played it, its alright, I wouldnt recognise it as 'D&D' though, without the big logo on the front.
No more so than 1e D&D and AD&D discouraged you from doing so. As in the old days of gaming the reason there aren't "rules" for RP is because they're not necessary. For some reason ppl forget that old school D&D and AD&D didn't have page after page out-lining RP because it wasn't necessary. But it did have page after page of rules for combat because that's what was needed to drive the "game" portion. But we're getting off topic. ;-)
PrinceYyrkoon said:Let me ask you, do you find Conan combat takes a lot of time at reasonably high levels? Ive used it 3 or 4 times, and Ive neglected, or just plain forgot, modifiers, feat bonuses, conditional modifiers, etc.. Im thinking Im reasonably competent at GMing, (30 years off and on!), but I still think I may get smoother with the system, but, seriously, its a lot to take into account. I honestly find this a barrier to enjoyment, maybe for the players too.
Dark Mistress said:You know i find this whole debate that D20 is dead and or that complex games are dead and rules lite games are the new things.
I seem to remember in the 90's people saying the same things. DnD is dead, rules lite games ala White Wolf and others games where the new way.
Yet arguably the best selling RPG of all time came after that in form of DnD 3.Xe. It was not a simple game and it brought the dead DnD back.
For the record I am actually not a big fan of D20, it works. But not a big fan.
As for the core of the debate that has completely derailed this topic. Well it really comes down to this. Right now mongoose knows how well Conan D20 sales, they have no idea how Conad RQ might sell. So unless the current version sales are on a steady decline it would be a risky business move to abandon for another system.
Plus there is evidence to support that D20 ala DnD3e is still popular. Paizo is making their own version of the game and the preorders have exceded their expectations. This based on them knowing they had 50K DL's of their beta rules for free.
Anyways not going to debate it. I just thought it was funny to see the same debate a decade later about the same thing more or less.
flatscan said:PrinceYyrkoon said:Let me ask you, do you find Conan combat takes a lot of time at reasonably high levels? Ive used it 3 or 4 times, and Ive neglected, or just plain forgot, modifiers, feat bonuses, conditional modifiers, etc.. Im thinking Im reasonably competent at GMing, (30 years off and on!), but I still think I may get smoother with the system, but, seriously, its a lot to take into account. I honestly find this a barrier to enjoyment, maybe for the players too.
Not really. Currently 3 of the PCs in my game are 7th level and one is 6th level. Things like 2-handed weapons + Power Attack and Massive Damage saves at 20 HP keep the game running pretty quick. If the PCs weren't able to kill opponents in single combat rounds due to these things then yeah, we'd proly get bored with combat lasting round after round. Or if I didn't take Vincent's advice to not scale encounters to the parties level, yeah, it could easily get out of hand. But as is, low-level, unarmored Picts, die with one sword-stroke from the PCs. Mainly the only high-level opponents are usually the big bads.
Also, during game prep I outline 3 or 4 tactics for my bad guys to use. This way, everything is detailed on a spreadsheet I can glance during gameplay. Also, I run initiative using 3x5 index cards with HP and status effects written on the card to keep things straight.
PrinceYyrkoon said:This is interesting. This is reminiscent of the modern 'mook' rules, isnt it? And you get the same effect in Savage Worlds too, with extras henchmen and Wild Cards. I like the way that 4th edition gives tactical abilies to monsters too, by way of reusable and non reusable abilies.
flatscan said:PrinceYyrkoon said:This is interesting. This is reminiscent of the modern 'mook' rules, isnt it? And you get the same effect in Savage Worlds too, with extras henchmen and Wild Cards. I like the way that 4th edition gives tactical abilies to monsters too, by way of reusable and non reusable abilies.
Yeah, in some ways I've been using "minions" for years now. I liked Vincent's rationale about most "soldiers" being around 3rd level at the highest, except for officers and such. I've been running that way for years now and it keeps things from bogging down as well as rewards players for the achievements their characters have made throughout their career. If you're truly interested in seeing what my games are like go here and check out some of the Adventure Logs from my game.
zozotroll said:I dont think Rolemaster rules are a problem. It is with atk chart, then crit chart, and if its a magic weapon then special effect chart.
Actualy, I think most of my players are headed to more complex games. they are used to working with complex systems on the job, so a complex game does not bug them. Slow does. It doesnt matter how many rules are in a gmae, but how many of them you need to use.
zozotroll said:My current RQ game is a pirates thing with lots of fantasy thrown in. I made sure everyone had both a ship PC and a land PC. So far it has worked well.
zozotroll said:I find as long as players have something to do, then they stay in the game. For this reason I now normaly have everybody have 2 pcs. This started in rolemaster where a single crit ended it for somebody, that way they had a second PC to play.
I noticed though, that if I made them have 2 diffeerent sort of PCs, then while there where times when one did little, as long as the other was busy, they stayed happy.
My current RQ game is a pirates thing with lots of fantasy thrown in. I made sure everyone had both a ship PC and a land PC. So far it has worked well.
flatscan said:zozotroll said:My current RQ game is a pirates thing with lots of fantasy thrown in. I made sure everyone had both a ship PC and a land PC. So far it has worked well.
I can't wait until the adventure in the Westermarck is finished and the PCs start buccaneering. Some of my favorite Conan tales were when he was a pirate. Can't wait until my group gets to try its hand at this. :-D
...And that's why you want to play Conan with the Mentzer D&D rules! Last time we played, TPK, and after 10 minutes we were all rocking again! 8)PrinceYyrkoon said:Yeah, strangely, I always get players to roll up two characters at a time. RQ is frustratingly deadly. With Rolemaster, it takes such a long time to roll up characters its not possible during a game, you have to be prepared in that case too, or be prepared to fudge it.
rabindranath72 said:...And that's why you want to play Conan with the Mentzer D&D rules! Last time we played, TPK, and after 10 minutes we were all rocking again! 8)PrinceYyrkoon said:Yeah, strangely, I always get players to roll up two characters at a time. RQ is frustratingly deadly. With Rolemaster, it takes such a long time to roll up characters its not possible during a game, you have to be prepared in that case too, or be prepared to fudge it.