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Okay, I know there are a LOT of opinions out there on D&D, so what are yours? 
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MediocrityInAction said:Don't like it. Too lawyerish in its rules setup, and too restrictive. Also keeps too many anachronisms such as the level system (I think it is the only major system which still uses this dinosaur), the alignment system (ditto), as well as the restrictive nature of the class system.
And yes, it is primarily a combat-based system, and as such, I find that it tends to encourage munchkinism (preoccupation with power of character and with killing things for the sake of killing for the uninitiated).
Phoenix, have you tried the revised Storyteller system White Wolf uses in Trinity? It makes the normal Storyteller system look cumbersome.
Kelly said:cze, I think that you, being an old timer like me, knows that a system is only as good as the DM (and players) who use it. I too came from 1st through 2nd editions and now play 3rd. Our games are great fun and there is as much roleplay and intrigue as the players desire.
I have used the d20 modern system to run a Men in Black type campaign that was one of the funnest gaming experiences I have ever had. I too like WEG's d6 system and was even a hardcore GURPS fanatic for a while. What I like right now about d20 is the modularity. I can kit a new campaign or world around the basic system and all of my players don't have to learn a new system, they can devote more attention to the goings on in the game.
Kelly said:CZE, you live in SE Michigan? I run a monthly game of 3.5 edition, you are welcome to join if you'd like.
Revised? Cool. I've already had to make running revisions to the game, mainly to make combat playable (yeah, crit failures can be WAY out of control, to the point where no one engages in combat, which is limiting in its own way). I'm so getting that when I get the cash (always this nagging concern).MediocrityInAction said:Don't like it. Too lawyerish in its rules setup, and too restrictive. Also keeps too many anachronisms such as the level system (I think it is the only major system which still uses this dinosaur), the alignment system (ditto), as well as the restrictive nature of the class system.
And yes, it is primarily a combat-based system, and as such, I find that it tends to encourage munchkinism (preoccupation with power of character and with killing things for the sake of killing for the uninitiated).
Phoenix, have you tried the revised Storyteller system White Wolf uses in Trinity? It makes the normal Storyteller system look cumbersome.
Actually they are quite compatable. The difference in skill lists is mainly due to the fact that there was some SIGNIFIGANT additions to the skill list, due to lack of really important skills (research comes to mind). Most people simply use a grand 12 skill per category list when combining the game. Non-core skills were always part of the game anyway, and there's definately room to fiddle (since there's no necessity for there to be any one particular skill in game, unlike D&D). What most people don't understand is that the system encourages fiddling. The main incompatability comes from the vampire's need to maintain humanity, while mages can blithly do what they want, and other problems. These too are resolvable.seebs said:I haven't had a chance to look at that. I am somewhat unfond of White Wolf, partially for horrible editing, partially because of their insistence on making Vampire, Werewolf, and Mage three different subtly incompatible systems, when it's obvious that players would often prefer to be able to merge them... but they don't even have the same skill lists, and various other rules change slightly from one game to another.