Finarvyn said:
suppose I might counter by the notion that this makes D&D that much more cinematic and swashbuckling. Indiana Jones (for example) seems to avoid major wounds for most of a battle, then perhaps it’s the bottle broken over his head that “does him in” at the end.
It
could be used to make the game more cinematic, buiut the whole combat by attrition system that goes with the hit points ruins it. In fact, at the risk of justifying RMS's postion on HeroQuest, as that ROPG dies just that. In that game, the character wager thier points on the opposed combat rolls, with the loser losing the bet off of his total. Very dramtic and cincematic, since tactics used, desparation, and all that can be factored into the size a a character's bid.
Got me on that one. Healing is just dumb. I shattered my ankle a few years back and was totally non-weight-bearing for eight weeks. I suppose that this would imply that my leg had at least 7*8=56 hit points. Using Blackmoor’s hit location tables as a guide legs have 25% of the total hit points of the character, so I suppose that I must have at least 4*56=224 hit points. If I was a fighter with average luck in rolls (4.5 per hit die) then I would have nearly 50 hit dice. Hmmm.
Well, D20 Star Wars had a solution for this, by spliting damage into a vitiality points/wound points thing. Vitality points represented mostly exahustion and minor scratches, while serious injurues were wounds. THis led to characters healing up vitiality points much faster than wound points.
Again, I gotta say that HeroQest handled this idea very well. In that game, you got all your points back after the contest was over, with the possible exception of slight recction in ability (only the one used) that repented a temporary injury or perhaps even a social or psychological side effect of losing.
My point was simply that the basic mechanic of D&D worked fine for me in a number of house-ruled settings, and this leads me to believe that it could work fine for published settings as well. I have used the basic D&D rules for ancient, modern, future, and all sorts of eras in between.
Sort of depends on how much of the game is considered the "basic mechanic" as well as just what you are trying to use it for. D&D rules do work for a particluar setting/style of play ("Pseduo-Tolkienian High Fantasy?"). You can use the rules for practically any setting (it has been done) but for most setting the rules need to be altered to fit the setting, or else the settinhg will just feel and play like reguar D&D. FOr example, if you are running a setting where characters could dule and kill each other with a single attack (Samurai Iaijutsu duels, or Old West shootouts) the D&D hit point model doesn't work.
THe game can be altered to fit a setting, OGL Ancients is perhaps my favorite 3E D&D book. It esentially throws out 60% of the D&D rules are replaces them with rules that fit the setting. OGL ANcients ends up closer to RQ in some ways than D&D.
But generally speaking, I find it better to go with a system that can handle these settings without a major overhaul.
That’s exactly my frustration with skills. Every player seems to go for the jack of all trades character rather than specialize. Classes are automatic specialization.
Automatic and mandatory specilization. In addtion, it also tied skill direclty with character level. One of the big drawback to D&D IMO is that everything is tied to character level. Level adds in to attack chance, saving throws, hit points, etc. It is much easier to work up a character based upon what he can do, rather than what level he is. Especially as people tend to have varrying skill profiences in differenet areas.
Classes tie down all a character's abilties. For example, in most D&D group's I've played in, we tended to be light in the healing department, as no one wanted to play a cleric. Not that the class doesn't have some nice abilties (IMO it might be the strongest class overall), but every felt that playing the "walking band-aid" wasn't much fun.
Whenever someone wants to devlope a character in a new way in D&D, it requires the creation of a whole new class, sub-class or, these day, aprestigue class. A skill system is much easier in this regard. You want to do something differenet-go take the abilties and try it.
THe every player going for the jack of all trades thing should work itself out when the players get whacked becuase no one is actually good at something. One character with a 90% sword skill, and another with 90% first aid skill, are worth more than 3 characters with 30% in both.
Exactly my point. With a class system, it’s obvious that the thief is “supposed” to do the sneaking. With a skill system everyone says “what the heck, I’ll give it a try”.
Becuase after they get caught and killed, they should probably get sick of losing characters and use thier wits. If the players don't figure that it, it isn't a problem with the system-just stupid players.
I once played in a modern day RPG where a firefight broke out. My character was armed with a .44 automag, but the bullets counldn't penetrate the heavy class IV-V full body armor that our opponenets were wearing. I told people to bug out (I had the heaviest weapon, I my shots were bouncing), but one kid owanted to hang around so he could shoot them with his 9mm SMG. THe fact that his bullets wouldn't penetrate the foe's armor would not penetrate into the kid's skull.
But if the game is really designed to develop specialists, why not just have classes instead?
Having said all of that, I like to play RQ (actually Stormbringer) sometimes because of the fact that my players do tend to be jack of all trades types. It makes the campaign have a different feel to it and my players seem to appreciate the change. I'm really pumped about MRQ.
Several reasons. FIrst off you get to decided what kind of specialist you want tobe in RQ. Not so in D&D-where the classes are premade and pigeon hole you character. Early D&D was even worse, with all the "figherts' being cookie cutouts of ewach other. Like I said before, come up with anew concept in D&D and you need to write up a new class. In RQ you just try out the concept.
If you don't like how a concept is working out, RQ gives you more flexibility there too. In D&D, if you decide that you don't like being a fighter, wizard or whatever, developing into an effective version of what you do want to play is probelmeatic. Sure you can switch classes or multiclass or whatnot, but the whole XP system (I haven't even gotten into that major dysfunction) and "balanced levels" means that your converted character will never be able to challenge those people who started off in the "right' class.
In a skill game you can drop ideas or change concepts in mid stride. Don't like being a wizard becuase you get the crap kicked out of you all the time, learn how to be a fighter! Better still, learn how to be a wizard that can handle a sword so you won't get your butt kicked. Classes not only tell you what you are good at, but prevent you from being goood at anything else. With a skill based game you get to "mix n' match" what you want to get something that works for you. Sure, it is a tradeoff. Time that your wizard spends practicing sword and dodge is time he doesn't spend on his spells. But if sword and dodge save his life, he will live linnger and thus have more time to learn his spells.
One other fauult of the class system is that it is catasphoic if someone playing a differnet class screws up. Since everyone is so specialized, there is little to no ability to cover a department if the specialist goes down or is incompetenet. This puts the entire group at risk. In D&D if the thief goes down, the entire party becomes vulnerable to traps; if the cleric goes down, the party loses it healing and bounce back abilities; take out the fighters and suddently the monsters walk all over the group; drop the magic-user and loses most of thier offenseive magic, as well as the ability to identify items.
With a skill based game, the "second rank" types can at least plug the gap. Maybe thewy aren't quite as good as the specialist, but they are a lot better than the guy with no training in that area. For instance, the second rank healer can usually get the first rank healer functional.
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