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Topic: d20 As Design
Started by: xiombarg
Started on: 12/5/2002
Board: RPG Theory


On 12/5/2002 at 6:28pm, xiombarg wrote:
d20 As Design

Okay, since I'm also interested in "discussing d20 intelligently", I'm starting a thread on what I'm interested in.

I want to talk about d20 as a system design. In particular, I want to talk about its impact on game design overall and whether or not it's a good thing for us indie people. (My assertion is that it is a good thing -- see below.) Whether or not d20 is a good design or not is important to discussing this, but it's not the main issue. But we'll forgive you for rambling in that direction, as I'm about to. ;-D

Okay, this is my take on D20. D&D 3E is, bar none, the best version of D&D so far. It does Gamist D&D fantasy very, very well. And isn't that how we're supposed to judge things here on the Forge? Does it meet its design goals, and is it reasonably coherent? Hell, yes. Regardless, one of the reasons I like it is while "back to the dungeon" may be the marketing emphasis, the system can support other things as well.

Think about it. Let's look at the core of d20. Throw away your prejudices about levels, hit dice, and so on. Let's look at the big "innovation" of d20: the skill system.

Let's face it, the old AD&D skill system -- "nonweapon proficiencies" -- was a kludge to allow D&D characters to do non-combat things. It didn't work very well -- D&D characters were still largely a collection of combat abilities.

While D&D 3E may be all about going back to the dungeon and killing things, the fact of the matter is the skill system supports doing other things, and it supports it very, very well.

Frankly, it does this by introducing to D&D "innovations" that have been in other RPGs for a long time. John Wick complains about how nothing d20 does is new in an article in Campaign magazine, IIRC. Fine, d20 isn't as innovative as a lot of its boosters claim -- but let's look at the mechanic as a mechanic, thowing aside claims of innovation and our "levels suck" prejudices.

Basically, the task resolution system in d20 takes years of Sim/Gamist design and puts it into a nice, neat package. It's a basic "target level" system. The GM sets the Target Number using a basic set of guidelines, then the player rolls a d20, adds their attribute bonus and skill bonus, and if they beat or meet the TN, they succeed. Simple. Both attribute and skill are a factor.

If you aren't under pressure, you can "Take 10" -- assume you rolled a 10 on the die. IF you aren't under pressure and don't mind taking a long time, and are doing something where it's okay to try over and over again, you can "Take 20" and assume you rolled a 20 on the die.

Innovative? No. Good? YES. Okay, sure, there's a lot of variation in the d20, you might not like that. But if you don't mind that -- or if it fits well with what you're trying to do -- d20 contains an excellent, simple, tried-and-true task resolution mechanic.

And lots and lots of people are now familiar with it. Yeah, okay, we've heard all the arguments here on the Forge about the mainstream. But fact of the matter is, anyone you're likely to play with had likely played or will play D&D3E -- bringing in new players is fine, but there's something to be said for "old" players as well. As a designer, this is great, even if you only use one concept from d20. I can talk about something in another game and say "it's like taking 20" and eyes light up around the table and everyone in the play group knows what I'm talking about. And unlike comparing it to stuff in old editions of D&D, I'm actually comparting it to a reasonably "modern" mechanic. Sure, it's not The Pool. but, hell, it worked for Over the Edge, didn't it? That was just a dice pool totalled and compared against a TN.

Regardless of what you think about D&D fantasy, this is a good thing for designers. And the revent OGL games, where they've modified the game signifigantly, like Mutants and Masterminds and the Farscape RPG, have shown us the way.

If there is an element you like in d20, even if it's just the skill system or the Feats system, you can keep those elements and then modify the system to do what you want. Isn't this the ultimate "having your cake and eating it too"? You can still design the system to reward the kind of play you want, while using mechanisms people are already familiar with. (The most "D&D Fantasy" thing about D20 is the "kill things and take their stuff" orientation of the experience system. Fine, change it -- that's what d20 Cthulhu did.)

Indie designers should look beyond their prejudices and consider d20 -- like any other system, from The Pool to Paladin, to be a tool. If it does what you want, great. If it doesn't, can it be modified to do what you want? I mean, we're seeing this with The Riddle of Steel with discussions of using TROS in a modern-day setting -- why can't we view d20 in the same way?

Basically, it's my assertion that d20 is a design that we should be willing to add to our toolkit, and that several aspects of the design are good -- the skill mechanic is only one of them. If it doesn't do what one wants, fine -- design something else. But it's introduced several good system concepts (a clean task resolution mechanic, consistant math, a high roll is always better, etc.) to people who'd never seen that before, and even if you hate D&D you have to admit that's a positive impact on design.

I'm saying that "It's just like D&D, except..." can become a good phrase for talking to other roleplayers, rather than a stereotypically bad way of explaining roleplaying.

No, it's not the One True System. It does some things -- particularly in its most unmodified form -- very badly. But it's not the One True Evil, either -- d20 actually contains some solid design concepts. (Another example: There's nothing wrong with the attribute breakdown. Strength, Dexterity, Intelligence, Wisdom, Charisma. For a lot of design concepts (particularly Sim/Gamist ones), this attribute breakdown is perfectly fine.)

And, as an aside, d20 CAN lead players to other things. The clean-ness of D&D3E, compared to other incarnations of D&D, can be a starting point for going in another direction. My current group started out largely as people playing in my D&D3E Planescape campaign. Planescape, as a setting, had a lot of room for "out of the dungeon" non-Gamist play, and the system actually did an okay job of supporting this, especially once I tweaked the XP system. This let us discover and then focus in on the other, non-D&D stuff we liked. From there, we have played and enjoyed Wuthering Heights, InSpectres, OctaNe, Elfs, Donjon, The Pool and other indie games, and this has informed everyone's thinking about their gaming in a positive way -- and, as proof of D&D's flexibility, it's informed the way the group runs D&D3E. (In the upcoming Dragonstar game my friend Shawn is running, critical hits will give you, essentially, a Monologue of Victory, and all characters are to be described using the "three points of interest only" method from OctaNe...)

As another example, a recent Spycraft game had been useful for figuring out how interested we are in the spy genre, and what aspects of it we like -- even if we end up using a different system for it (which is what I hope happens) our familiarity with d20 made it easy to get in and play. From a design perspective, it lets you tinker with certain ideas (like the Requisition System in Spycraft, sort of an abstract Wealth mechanic) without having to re-invent the rest of the wheel. The fact that you may throw away the d20 aspects of it doesn't make d20 a bad thing.

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On 12/5/2002 at 8:03pm, Valamir wrote:
RE: d20 As Design

The core rules of 3e is by far the simpler than any of the AD&D variations. Consolidating all of the disparate types of rolls (attack, saving throws, theif skills, attribute tests) into a single system was a much needed improvement. As has been said...state of the art in 1987. But you're right. So the hype about innovative should be taken to mean "innovative to those who've been living under a rock for the last 10 years"...but since a huge portion of "gamers" fall into that category as far as their gaming experience goes its not that irrational a claim, and pretty irrelevant as to whether or not the system is good.

I particularly think the concept is decent. I'd give it a 3 maybe 3 1/2 out of 5 stars on the system scale. Detriments to me are the unnecessary (save for marketing reasons) conversion of a 3d6 score into a +/- modifier step and the tremendous variability of the d20. The take 10 and take 20 rules are good. They show someone was thinking...but again they are a kludge for a core die system that it too linear over too wide a range. I've seen house rules that roll 3d6 instead of 1d20 (with corresponding tweaks to the critical rules) and that makes sense. Personally I would have replaced take 10 with roll 3d20 and keep the median...and take 20 with roll 3d20 and keep the high...but I can see where this wouldn't go over well with the core audience.

Where D&D begins to fall down for me is the huge wealth of stuff that gets tacked on to this. EVERY feat is a rules exception. The best feats from a sanity standpoint are the ones that serve no function other than to make something possible that wasn't otherwise. But many of the feats require you to learn an entire rules subsystem. Cleave and GreatCleave is just one example. Even if you just stick to WoTC products and eschew the numerous (oft munchkinized) add-ons the number of feats are astounding.

I've played AD&D since 2nd grade. I know how to throw a dozen orcs at a party, and to judge how rough a battle it will be. But how do I judge as GM a party where the effectiveness of a 5th level fighter ranges from scrub to combat god depending on what feats he took (ok...true combat god status doesn't kick in until level 10 or 15...but these levels are eminently obtainable...have you seen the shear volume of ass whooping a 15th level fighter with the right feats can dish out?!)

But what's worse is as a GM I CAN'T simply throw a dozen orcs from a random encounter at the party. The orcs have levels now...they have feats of their own. The truely adept 3e GM can put together a 12 man orc death squad with feat combinations that compliment each other like some sort of Navy Seal Team.

Can I do that...? Do I have the time to master that much stuff, and that many permutations? Would I WANT to take that much time?

Magic is even worse. Its always been a huge pain in the ass. I could never play a wizard effectively because I could never learn the effective use of more than the basic core spells. A true AD&D wizard player can come up with all sorts of evil uses for magic. Now there are magic feats that enable spells to be cast in less time...with or without components, more damage, etc, etc. Making up the evil wizard NPC is a now a monumental task.

In AD&D a 20th level evil wizard was as simple as looking up how many spells a 20th level wizard would have based on level and INT bonus, taking the standard selection of PHB party killer spells and multipling 20 by 3 or 3.5 to get HPs without rolling. Everything else from thaco to saving throws involved just looking them up on a table.

Try that in 3e...no way...you might do it but he'd be an effective putz compared to what he COULD be if you feated him out right and new the best multiclassing path to take.

Its a nightmare of epic proportions for a casual DM...especially if you're not DMing casual players. That's why D&D as a gateway game is an absolutely ridiculous concept. There are few RPGs since the hey day of Chivalry and Sorcery and RoleMaster that are as up front intimidating to try to learn. Its hard to be even a casual player in a party of masters...your character will always be about 30-40% (at least) behind in effectiveness. "That was stupid...since you didn't take Feat X at level 3 you won't be able to get the A-B combo now until 12th level...that really sucks"

So when all is said and done. AD&D with its crazy inverted AC scale, arcane thaco calculations, saving throws that rolled opposite from hit rolls, and thiefs skills based on % for no good reason whatsoever...is actually a HELL of a lot easier to play than 3e. Or at least a hell of alot easier to play well. You can play 3e just to play it...but to play it well you need a masters degree in min-maxology.

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On 12/6/2002 at 6:10am, xiombarg wrote:
RE: d20 As Design

Valamir wrote: So when all is said and done. AD&D with its crazy inverted AC scale, arcane thaco calculations, saving throws that rolled opposite from hit rolls, and thiefs skills based on % for no good reason whatsoever...is actually a HELL of a lot easier to play than 3e. Or at least a hell of alot easier to play well. You can play 3e just to play it...but to play it well you need a masters degree in min-maxology.
I agree, but only for certain values of "play". It's notable that all of your examples involve combat. It's tougher to just throw a combat at a group in 3E, which is ironic given the "back to the dungeon" thing. (Frankly, I think this was a secret trick on the part of Jonathan Tweet -- making planning a combat encounter so hard that only the diehard grognards will do it.) But for anything non-combat, d20 beats AD&D hands down -- try to build a competent character capable of winning a dancing contest at, say, fourth level under AD&D, who is materially better than someone who just has a high Dexterity.

The problem you refer to is, ironically, a result of all the extra options that players and GMs have now. (Note: You can still just throw generic orcs at people. I've done it. Isn't THAT hard. Just becaue you CAN give the orcs levels doesn't mean you HAVE to. Ditto any other monster with a high CR.) And the reason it's so hard to create an NPC on the fly is everything is so path dependant now -- what can do at level 12 is materially affected by decisions you made at level 4.

This is good and bad. It's good in that it's generally balanced and give a lot of player control and options, and nice crunchy bits to boot. It's bad, generally, for the DM.

Well, frankly, this is the stuff that an indie designer can rip out. Imagine a version of d20 without levels, where you use XP White Wolf style to buy skills, Feats, attribute increases, whatever. (Maybe you need some sort of XP-linked, neo-level like cap on skills for "game balance". Maybe not.) We're groping in that direction now with stuff like Mutants and Masterminds... and the first game to do this successfully is going to have a solid, well-tested mechanic to build on top of. Again, in this sense, I see this as a positive thing for designers, as d20 gives a less broken system to refer to as a baseline than D&D.

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On 12/6/2002 at 6:16am, Clinton R. Nixon wrote:
RE: d20 As Design

Damn it, Kirt, you've uncovered my secret plans for Narr20. Arg. (I'm keeping levels, though.)

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On 12/6/2002 at 6:40am, xiombarg wrote:
RE: d20 As Design

Clinton R. Nixon wrote: Damn it, Kirt, you've uncovered my secret plans for Narr20. Arg. (I'm keeping levels, though.)
LOL... I thought those were your secret plans for Donjon d20, aka "As Ironic as a Coming Full Circle Can Get".

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On 12/6/2002 at 7:12am, C. Edwards wrote:
RE: d20 As Design

xiombarg wrote:

Well, frankly, this is the stuff that an indie designer can rip out. Imagine a version of d20 without levels, where you use XP White Wolf style to buy skills, Feats, attribute increases, whatever.


This may interest you http://www.netflash.net/llanade/redleafgames/dliberation20.php

The D(Liberation)20 system is a classless method of character creation for the D20 system where all the major facets of a D20 character are broken down into Feats.

I'm afraid that nostalgia clouds my thoughts so much when it comes to discussing any version of DnD that I find myself at a loss. I always start drifting of into daydreams where Elf and Dwarf are classes and The Caves of Chaos are the only rpg lovin that I need. So I'll leave this discussion to clearer heads.

-Chris

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On 12/6/2002 at 11:17am, contracycle wrote:
RE: d20 As Design

xiombarg wrote:
Well, frankly, this is the stuff that an indie designer can rip out. Imagine a version of d20 without levels, where you use XP White Wolf style to buy skills, Feats, attribute increases, whatever.


So what? This is like trying to ship a fridge on the basis that, with the right home modifications, you could turn it into an oven. A system which needs this degree of modification is not Good. As has been pointed out at tiresome length, this is a very elderly argument advanced in D&D's defence, and it has been thoroughly debunked. I do not wish to pay for a system that I would then need to modify to such a degree. If I were willing to invest that work, then I would simply build my own system. If I were not willing to invest that work, then I would rrather purchase a system that did what I wanted it to do. This argument is special pleading; surely excatly the samge argument can be advanced for GURPS; you too could take that system and slash the hell out of it, rewrite whole chunks, and then play. In fact, is there ANY system ever published that could NOT be so mutilated?

Lastly, the appeal to the fact that d20 is now qwuite widely known is not germane. That is an argument about the social context in which d20 appears, and has no relevance to whether or not d20 is a GOOD design.

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On 12/6/2002 at 1:44pm, Valamir wrote:
RE: d20 As Design

Just to be clear...since my post was rather negative. I actually LIKE the d20 system alot. I like where it goes and mostly how it gets there. It quite probably would have been my favorite game in 1987 when we still got together for monster 10 hour game sessions every week and hacked through every creature in the Monster Manual.

I just don't have the time to invest in a game like D&D3e these days. While I agree Xi that you COULD throw generic orks at a party, there's something unsatisfying to me about only using half of a system's potential. D&D is a game to which there is very little point in playing it (vs some other game using a similiar setting) unless you're going to strive to be good at it. And it just takes too much effort to get good at it. But unlike say...Go...or even chess, the effort isn't one of "simple to learn, lifetime to master". Rather the shear volume of information makes learning it a enormous task.

I wonder how many people who play 3e regularly actually do it "right"...meaning that the orc shaman has all of the appropriate class trappings and feats for an orc shaman...or if most players tend to abbreviate it because it is so complex.

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On 12/6/2002 at 2:53pm, b_bankhead wrote:
It's a mess!

For the most part I think D&D3E is a complete mess! While there are many elements that are improvements (unified experience,unified mechanic for saves and so on...) overall the system is simply too bloated and complicated.
They are trying to please to many people with the system. They want to have many of the doodads of a 'modern' system (e.g. Champions ca. 1981) but they can't leave behind the tropes that made it D&D. So they have symply piled more and more subsytems onto the old base system. This has exponentially increased the complexity far beyond any advantages gained from the other genuine improvements. Anyone who says D&D3e is simple should be read out of the discussion(as should anyone who say its for 'casual gamers or non-gamers). The idea of D&D as simple is based on the nostalgia of the 3 brown books and 5 supllements, or the Little red book and its supplements. The monstrosity that is has become bears little real resemblance to this. If I were going to use a D&D like system I'd rather dig out my old ARDUIN books or go on ebay and try to find actual D&D gamebooks. The present version offers nothing over these but layers of excessive complexity.

For me the biggest argument against the system is that I am simply not prepared to subject myself to all the travails of gamemastering and bookeeping for such a pointlessly complex system. I know from experience good roleplaying can be done with less than a tenth of the rules of this thing so why even consider using it? In my area the rpg crowd is so depleted by cards and Warhammer that there is virtually no market for anything other than bad fantasy D&D and since I have no use for that, there is no reason to buy the game. Non D&D D20 is virtually non-existent too... I think most of those Spycraft books are sitting on shelves. If I do manage to created a new rpg culture for myself, its certainly not going to be based on game sets with page counts higher that DUNE.

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On 12/6/2002 at 3:01pm, xiombarg wrote:
RE: d20 As Design

If I'm skipping over some of your points here, Val and Gareth, it's because you were right. ;-D

contracycle wrote: Lastly, the appeal to the fact that d20 is now qwuite widely known is not germane. That is an argument about the social context in which d20 appears, and has no relevance to whether or not d20 is a GOOD design.
You're right, I'm drifting my own topic, my bad.

However, I do still think viewing d20 as a toolkit is a useful idea (and it's true of GURPS as well, as you say), but I think it's not germane to the topic. (Tho I think it's somewhat germane in that "slashed" versions of d20 ARE coming out... but they should probably be considered as seperate designs and not so much as part of d20 "proper".)

Valamir wrote: I just don't have the time to invest in a game like D&D3e these days. While I agree Xi that you COULD throw generic orks at a party, there's something unsatisfying to me about only using half of a system's potential. D&D is a game to which there is very little point in playing it (vs some other game using a similiar setting) unless you're going to strive to be good at it. And it just takes too much effort to get good at it. But unlike say...Go...or even chess, the effort isn't one of "simple to learn, lifetime to master". Rather the shear volume of information makes learning it a enormous task.
I don't think it's as enormous as you think. This is speaking as someone who's run D&D 3E since it came out and doesn't dedicate a LOT of time to it. (Tho more than I've had to for other games, I'll admit.) Just having some well-designed NPCs, like the ones in the DMG, goes a long way toward eliminating this problem -- just modify the stats according to race and go.

To bring this back to a good design/bad design issue, I think, as I sort of hinted at before I got off track, that it's a trade-off. The options and path dependencies make it hard for the GM to create a NPC on the fly, but they give a lot of player freedom and options, a sort of Gamist protraganism -- in a lot of ways, players can now build what they want.

I don't think that aspect is a great design, but I don't think it's a bad one either. I think it evens out. More options for the player, more work for the GM.

Also, tho this is bordering on another "social" issue, I don't feel I have to use the full "potential" of the sytem. When I have time, I can trick things out. When I don't, I can just use generic orcs and the NPCs from the DMG.

I wonder how many people who play 3e regularly actually do it "right"...meaning that the orc shaman has all of the appropriate class trappings and feats for an orc shaman...or if most players tend to abbreviate it because it is so complex.
I can only speak to my experience, but I do it "right" (in your sense) about... 1/5 of the time. Another 2/5 of the time I use the NPCs in the DMG with some modification, as a shortcut.

This drifts into "social" issues -- hmmm, perhaps I should split this off into a seperate thread -- but a lot of times, people have done the work for me. I can get NPCs by the fistful because D&D is so popular, and use those with slight modification.

Is that a good design? No. Relying on a game's popularity is not a good design, tho if any game can get away with it, it's D&D. But, as I said, it's not a bad design either, IMHO. It's got a lot of pros and cons to it. And like any design, it's just something you need to remember before you use it. I certainly don't think anyone who doesn't want to run d20 because of the prep time is wrong for deciding not to use d20... I think they're quite properly understanding a particular design decision that was made by the d20 people (player options are more important than ease of GM prep) and deciding that said design doesn't work for them. (Just like I wouldn't use OctaNe to run a compicated tale of court intrigue...)

[Edited to attribute quotes correctly.]

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On 12/6/2002 at 6:02pm, Bankuei wrote:
RE: d20 As Design

I have a love/hate relationship with D20. It makes my inner gamist smile, with all the happy little doodads and crunchy bits, the leveling up, etc. But, on the other hand, I couldn't see myself playing a campaign of it. I also couldn't see myself ever really trying to figure out attacks of opportunity, or counting squares with minitures, or using them anything more than to go"Hah HAh! Whack!"(knocks over the orc model).

My biggest issue of D&D demanding too much time isn't even in the prep(which is quite a bit anyway), but if I want to see my character go from Frodo to Gandalf, that's oh, 20 levels, which is a few years of play. I don't really want to do all that.

I think the biggest mistake that WOTC is having is that they were hoping to be able to make D&D work like Magic or Pokemon. But the time it takes to learn the rules, set up a game, the length of time commitment(10-30 minutes vs. hours of play over the course of months, perhaps years), makes D&D a hard choice for folks to just "hop into".

As far as the feats go, they're the greatest strength of perviness. They're the equivalent of special cards in Magic, so the strategy in even developing your character becomes intense. It was a very good gamist decision on their part.

Chris

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On 12/6/2002 at 6:25pm, Clinton R. Nixon wrote:
RE: d20 As Design

Bankuei wrote: My biggest issue of D&D demanding too much time isn't even in the prep(which is quite a bit anyway), but if I want to see my character go from Frodo to Gandalf, that's oh, 20 levels, which is a few years of play. I don't really want to do all that.


The best two rules tweaks I've found for d20:
1) Start your characters at a level different than 1st if you want to for the campaign.
2) If applicable, have all characters go up one level at the end of every adventure.

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On 12/6/2002 at 6:48pm, damion wrote:
RE: d20 As Design

What always got me about D20 was the sheer volume of special cases, some things were unified, but the feat system makes up for all of them. The never fixed the spell system, since every spell is essentailly a special case, and there is no real consistency in them, other than bigger is better. Then only correlation I can think of in another system is picking skills and ads/disads in grurps. (Ok, there's 20 PAGES of these things?) Maybe we need a thread on how to organize games.

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On 12/6/2002 at 6:59pm, Bankuei wrote:
RE: d20 As Design

Thanks Clinton, although I always start at least 4th level in the games anyway.

The biggest concern is that the gamist joy of earning the xp is diminished with the "instant level up" bonus. Granted, I usually up the xp rate anyway, just because I believe that folks should level up once a session, or at least every other one, but it still requires a bit of time.

One of the big things about D&D because it does play into power fantasies and strategic planning, is that you are almost always thinking 3 levels ahead, and fantasizing 10 levels beyond that. One of the big satisfactions is watching your no-name not shit guy reach the point where he bitch slaps dragons. You could say it feeds into the "picked on kid becomes buffed" fantasy of going from weak to mighty.

I'm not saying that all games have to watch characters climb 10+ levels, but from my personal experience and gamist bias, its more fun when it does happen. Funny enough, the game that I've found that fufills my inner gamist far better than D&D is a Final Fantasy homebrew called Zodiac(http://www14.brinkster.com/zodiacrpg) which literally sucked me and a few of my friends into a marathon entire weekend of gaming that normally I'm not down for. There is some sort of sick glee that kicks in when you have to agonize over picking power A or power B for each level.

Chris

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On 12/6/2002 at 7:27pm, wyrdlyng wrote:
RE: d20 As Design

Well, like Val did, let's consider looking at this one piece at a time. d20 is made up of a lot of parts welded together.

The Core mechanic roll a d20 and add modifier to beat a Target Number is simple and clean. Whether or not you find a d20 to be too variable is another issue and touches upon personal taste.

Character attributes remain on the same scale (3-18, roughly) as old D&D, though for no real purpose since the modifier is the most essential portion. The system could have and can be converted to a simple + or - with 0 as average scale similar to Silhouette.

Skills are a good addition but also mixed. The skills themselves vary between specific and abstract and are constantly expanded upon with new supplements. Perhaps choosing one direction or another would work better. The other problem is the cludge of non-class skills. 1/2 points are not intuitive and there could be a better way to present the difference in training and proficiency.

The Level system is streamlined with only 1 experience table and serves well the gamist purpose of simple difficulty comparison.

The Classes are again a mix of good and bad. They vary from generic and open concepts (Fighter) to more specialized instances (Paladin). Again, choosing either generic, customizable classes or numerous, specific classes would have been better.

Feats are a good idea. They allow character customization but many are not well-balanced or conceived and some become staples of PCs. Feats and Classes could have been better integrated to allow Feats to turn your Fighter into a Paladin or to add personlized touches to your Burglar.

Combat... combat is very complex. Positioning and exact distance calculations become cumbersome. Calculating Attacks of Opportunity and their numerous triggers adds another level to an already slow system. Armor Class is simplified but still dangling inbetween specific and abstract (the heavier the armor, the harder you are to hit?). The same goes for Hit Points. The revised Saves however are very simplified.

Magic is a freaking mess. The spells are all over the place in regards to functionality and utility and there is little to no effort to put any kind of thematic links in place. You can have a Wizard with Scare, Melph's Acid Arrow and Detect Invisiblity. Magic is little more than a list of cool powers. Additionally, many spells have their own subrules which only add to the level of complication.

So as a whole, d20 looks like a design by comittee. The individual components vary in simplicity and there is very little "unified integration" between them. It has some good parts and some not so good parts but lacks a cohesive feel between them.

How's that?

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On 12/6/2002 at 7:47pm, Ron Edwards wrote:
RE: d20 As Design

Hello,

Quick side note. Alex wrote,
"Character attributes remain on the same scale (3-18, roughly) as old D&D, though for no real purpose since the modifier is the most essential portion. The system could have and can be converted to a simple + or - with 0 as average scale similar to Silhouette."

If you check out Jonathan Tweet's work on Talislanta, when it was published by Wizards of the Coast in the late 1980s, you will see exactly the same modifiers used as the primary attribute system, relative to the roll of a D20.

The fact that we are talking about the same author and the same publisher of D&D3E is not a coincidence. Basically, the basic relationship of attribute to resolution system in the game D20 uses the Talislanta rules, with the 3-18 scale simply pasted on top of it.

None of the above is to be construed as a criticism, as this usage is wholly legitimate, artistically and legally. Just making a historical point.

Best,
Ron

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On 12/6/2002 at 10:15pm, wyrdlyng wrote:
RE: d20 As Design

I do remember seeing it in Talislanta (one of the neatest places ever put to paper). The Tweet connection didn't strike me until you reminded me.

I just think that design-wise, if every adjustment to an attribute (racial bonuses, spell effects, etc.) is going to be done in increments of 2 (meaning a modifier adjustment of + or - 1) then why bother with the inflated numbers instead of just using the modifier values as attribute values? Is it a "mine goes to 11" thing?

Really, there is no mechanical difference between a 12 and a 13 in an attribute in d20. It's a situation similar to Champion's breakpoint but much worse.

This is just my two cents and one of my pet peeves.

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On 12/6/2002 at 10:19pm, quozl wrote:
RE: d20 As Design

wyrdlyng wrote: Really, there is no mechanical difference between a 12 and a 13 in an attribute in d20.


I don't play D20 so I don't know but I heard that bonuses are given at even numbers and feats requirements are odd numbers (or vice versa). So there actually is a difference albeit not much of one.

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On 12/6/2002 at 11:22pm, Valamir wrote:
RE: d20 As Design

xiombarg wrote:
I wonder how many people who play 3e regularly actually do it "right"...meaning that the orc shaman has all of the appropriate class trappings and feats for an orc shaman...or if most players tend to abbreviate it because it is so complex.
I can only speak to my experience, but I do it "right" (in your sense) about... 1/5 of the time. Another 2/5 of the time I use the NPCs in the DMG with some modification, as a shortcut.


Interesting...

I don't mean this to be snarky in the least, but do you really consider d20 to be a good system when you admittedly only use its full potential 1/5 of the time, use shortcuts 2/5 of the time and (presumeably) just make stuff up that's close the rest?

Seems to me that if there is that much system that you're not using, that perhaps there's something not quite kosher there.

BTW: In the interest of trivial accuracy, I believe the first part of your last post was actually quoteing Gareth, not me.

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On 12/6/2002 at 11:45pm, Cassidy wrote:
RE: d20 As Design

Valamir wrote: [Interesting...

I don't mean this to be snarky in the least, but do you really consider d20 to be a good system when you admittedly only use its full potential 1/5 of the time, use shortcuts 2/5 of the time and (presumeably) just make stuff up that's close the rest?

Seems to me that if there is that much system that you're not using, that perhaps there's something not quite kosher there.


That's sort of what the GM in the d20 game I'm involved in at the moment is doing.

Arguably he could be accused of running d4 since he's using only a fraction of the d20 system and making the rest up as he goes along.

I think it's a poorly designed system with numerous flaws many of which have already been stated by previous posters.

The old basic D&D system strikes me as being more playable and enjoyable than d20.

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On 12/7/2002 at 4:42pm, Ron Edwards wrote:
RE: d20 As Design

Hello,

I think this thread would benefit a great deal if people would keep their value judgments to themselves.

Some terms are judgmental and critical without being value-judgments. "Broken," for instance, refers to specific numerical or procedural problems which can be identified. Such terms would be just fine on this thread if people use them.

However, a couple of posts are perilously close to "it sucks." If you're going to post, give us fair value for taking the time to read.

Best,
Ron

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On 12/7/2002 at 6:11pm, xiombarg wrote:
RE: d20 As Design

[Edited to change the first paragraph a little and to make my prose more clear.]

Thanks, Ron, for saying that... Remember, people, we're supposed to be discussing d20 intelligently here. If you hate it, fine, but we're discussing it as a design -- which means you have to consider it in terms of what the creators wanted it to do, rather than waht you would rather it did. (Plus, I created a different thread for people to vent in a more freeform fashion about d20 on...)

Valamir wrote: I don't mean this to be snarky in the least, but do you really consider d20 to be a good system when you admittedly only use its full potential 1/5 of the time, use shortcuts 2/5 of the time and (presumeably) just make stuff up that's close the rest?

Seems to me that if there is that much system that you're not using, that perhaps there's something not quite kosher there.
The answer to your question is yes. YMMV, of course.

Just because I'm not using all of the system all of the time, doesn't mean that there's anything wrong with the system. In fact, I consider this to be an aspect of a good design -- that there is detail, flavor, and interesting things about the system that I can use if I want, but don't have to. Just because I don't use all of the system all of the time doesn't make it a bad system. Complicated, perhaps, but not bad.

Let's use some non-d20 examples.

If I run a Sorcerer game where the PCs largely use their "generated at start of game" demons and never Contact, Summon, or Banish anything, only Punish while working out their Kickers and chewing through a Relationship Map while coming to a fast and furious conculsion that changes the PCs forever, I haven't used the full potential of Sorcerer as a system, but we still had a damn fine game (assuming we had fun) and that doesn't mean Sorcerer isn't a good system.

If I play Universalis and we run a story of intense court intrigue that never uses the Master and Subcomponent rules, the damage rules (no combat ever happens) or the rules for Components that come in large numbers (because it's all about the individual personalities), does that make Universalis a bad system? No. In fact, the fact that I have those rules available for when we have the time, inclination, and need for them makes it a good system, tho perhaps a more complicated one -- that's a design decision.

You can use Paladin for more than Star Wars, but I've only used it for Star Wars, because I don't want to come up with a whole new setting and the code of honor associated with the PCs. I don't think this makes Paladin a bad system.

If I run 7th Sea and Sorcery never enters into the game because none of the PCs are Sorcerers and none of the villians are Sorcerers either (because I, as GM, don't feel like fooling with all the different Sorcery systems that are part of the game), does that make 7th Sea a bad game?

And as a final example: If I run a low-powered spy genre game using the 5th edition of the Hero System and we don't use most of the power rules and power modification rules because they're inappropriate and I, as GM, don't feel like having to deal with them but want certain other aspects of the game that Hero has to offer, does that make the Hero System a bad system? No, though one could argue all that stuff we're not using on powers makes it a complicated and large system, that's for sure.

(Most of the above are hypotheticals -- particularly the Hero system one, since I dislike Hero for reasons that are entirely a matter of taste and have nothing to do with whether it's a good system or not.)

I will note that when I say I do it "right" according to your sense 1/5 of the time, I'm only talking about fully statting NPCs and monsters rather than using them straight "out of the box". I'm using more than 1/5 of the system as a whole. I'm still using the full combat system and its tactical potential (monsters can have intelligent tactics without being full of feats and class levels, especially in groups), I'm using the skill system, and the experience system, and levels and feats and prestige classes and so on for PCs. IMHO, I'm using 90% of the the "potential" of the system as written. The fact that I can make a monster more complicated using class levels if I want to is a good aspect of the system.

To use an actual play example, in Feng Shui it takes a long time to stat a non-mook NPC compared to statting a mook. I don't think this makes it a bad system, though it does mean I don't put a Named villian in every scene. I view d20 the same way -- major villians get the full treatment, while less important monsters and characters don't.

They say throughout the D&D books that adding levels to monsters is possible, but nowhere does it say you have to do it, just like it's possible in the Hero System or (with the right supplement) GURPS to give the PCs access to superpowers, but you don't have to.

So, I submit (and I'm not trying to be snarky here, either) that the fact you feel that you're not using the full system all the time is bad is a reflection of your own personal taste, and doesn't say anything at all about the strength or weakness of the design.

BTW: In the interest of trivial accuracy, I believe the first part of your last post was actually quoteing Gareth, not me.
You're right, sorry about that. I've edited the post to fix it.

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On 12/7/2002 at 6:29pm, damion wrote:
RE: d20 As Design

Here is what I would consider the 'design' flaws of D20. Obviously these are opinion only.
(Alot of D20 design is just gamist design, which isn't really a flaw, even if I'm not that fond of it.)

1)Charachter creation involves way to many 'here is a huge number of choices, pick N' type things. Feats, spells, even gods to a degree.

2)Advancement, and feats have the same problem.

3)To many special cases: It's better than it was, but there is still a bunch of
'this does x, except if y is around, ect'

So sum up:Poor organization, to a degree this is offset by the good organization of the books, but it's still a problem.

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On 12/7/2002 at 6:55pm, Ben Lehman wrote:
doesn't scale

Prep time--
Perhaps because I don't tend to use "mooks you kill" in my games, I have never had a problem with extraordinary prep time. In any setting, my adventures are just a relationship map (I think -- I haven't actually read Ron's comments on it, but I use something that could be called that), a few sketched out scenes that I might want to throw around, and character sheets of 2-3 recurring antagonists.

My problems with the system are really twofold, although they intertwine.

First, the resolution system is fundamentally broken, in that it is almost entirely dependent on chance at low-levels, and not at all dependent on chance at higher levels. According the the Epic Level Handbook, the DC to swim up a waterfall is 80 some, and the DC to climb on a cloud is 120. These are cool, heroic things that I will never have any chance of doing -- or, if I get the chance, I will automatically succeed at, because almost all the big modifiers are +30s :-P.

The second is that characters are far too dependent on magical items for power. This is self-explanatory, but I really don't like that "the items are the characters."

I actually worked out a system where the characters can buy a "legend" with their experience points, which effectively works out to giving them certain magical effects all the time. It was cute, especially when a character got their legend stolen (someone else was taking the credit for their deeds). This is a cludge, though.

yrs--
--Ben

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On 12/7/2002 at 7:09pm, Valamir wrote:
RE: d20 As Design

xiombarg wrote: Let's use some non-d20 examples.


Good point

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On 12/7/2002 at 7:24pm, xiombarg wrote:
Re: doesn't scale

Okay, Ben, I think your concern about magic items is really a matter of taste -- the magic item factor is a big part of D&D fantasy, I think, and meets the design goals of D&D.

Also, I don't think it's as big a deal as you think. I was very stingy with magic items (actually useful ones, at least) in my Planescape D&D 3E game and the characters were still quite competent.

This compaint is something we can sink our teeth into, tho:

First, the resolution system is fundamentally broken, in that it is almost entirely dependent on chance at low-levels, and not at all dependent on chance at higher levels. According the the Epic Level Handbook, the DC to swim up a waterfall is 80 some, and the DC to climb on a cloud is 120. These are cool, heroic things that I will never have any chance of doing -- or, if I get the chance, I will automatically succeed at, because almost all the big modifiers are +30s :-P.
I'm not sure I agree about the lower levels. For example, let's take a use of Disable Device from p. 67 of the Player's Handbook. It's a DC 15 task to sabotage a wagon wheel.

Let's assuming slightly above-average Dexterity, considering a low-Dex character is unlikely to be playing a rogue. Let's say a +2. Now, assume the character, at first level, has the max ranks in the skill for another +4. That's +6. That's a better than 50% change of success, which I hardly call "mostly chance" -- particularly if the character isn't under time pressure and can take 10.

The role of chance reduces as you go up in level, at an incremental rate.

Now, it is true this is a problem at higher level. Once you're, say, a 12th level rogue you can have +15 in Disable Device, it's trivial for you to sabotage a wagon wheel or disable most "standard" traps.

However, I'll note this is a problem with most systems of the "roll against a target number" type. Also, I think it supports the D&D design goal where higher-level characters are "epic" -- personally, I think being able to do simple things instantly without having to bother to roll is more epic than swimming up a waterfall, the Epic Level Handbook nonwithstanding. I think that this meets the design goals of D&D.

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On 12/7/2002 at 7:24pm, xiombarg wrote:
RE: d20 As Design

Valamir wrote:
xiombarg wrote: Let's use some non-d20 examples.

Good point
Thanks... sorry if that post was overkill, I rolled out of bed and some of that "just woke up" energy went into it.

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On 12/7/2002 at 11:38pm, Evan Waters wrote:
RE: d20 As Design

The thing with all the "cruft" of rules exceptions in D&D (and most D20 implementations) can be read a number of ways.

Personally what I like about it is that it's there as a safety net. A lot of rules-light games assume the GM can make rulings on the fly, which is sometimes the case but not always, and it helps to sometimes have an official ruling. I think of most of the rules in D&D3e as "reference rules"- that is to say, they're things you can look up in case you want the official word on what such-and-such an element does to a scene. Want to know how the fog on the Forbidden Swamp affects missile combat? You can look that up. If you don't have time to look it up, then okay, the fog is just there for atmosphere, it has no effect. It may not be the best defense in the world to say "if you don't like a rule, ignore/change it!", but there's something to be said for a system where you can overlook these individual rulings without making much difference to how the core of it all works. It's a sign of system integrity.

There are one or two exceptions to this that I think could stand to be addressed. As it now works, Challenge Ratings and Encounter Levels are calculated with the assumption that the PCs will accumulate a certain amount of magical stuff- if they don't, or gain too much, than that part of the system can get unbalanced. I think addressing this would be easy- just lay out *how much* you'd have to adjust ELs and CRs upwards or downwards depending on whether you're giving out magic swords left and right or restricting such items heavily.

Oh, yeah, the other exception is calculating ELs and CRs with an assumed party size of four, but they make it clear that you should adjust upwards or downwards if that's not the case, and I've found that easy.

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On 12/9/2002 at 12:24am, Steve Dustin wrote:
RE: d20 As Design

I think there's some social aspects that are really tied to D&D's design.

I think its hard to seperate the fact that certain aspects of design are intrinsically a part of D&D, no matter how badly implemented: class/levels (with 4 major classes: fighter, cleric, theif (rogue), magic-user (wizard)), spell slots, "fire & forget" spellcasting, and armor class. These kinds of rules are expectations by its players for it to be D&D. I think you can't really seperate these "expectations," when you consider streamlining the D&D system, like the attempt with D&D3e. So, in some sense, design issues with D&D are also "social" issues with D&D's core audience.

I think the amount of rules bloat in D&D3e is part of its appeal. I honestly don't think anyone is really "expected" to play D&D perfectly straight out of the box. Instead, this learning curve to master D&D, along with the level system, is what keeps people coming back for more. Add on top of that, with the D20 market phenomenon, new rules are coming out every month, to master all the rules will take literally a lifetime. While a lot of people play with only the 3 core books (me for example), people are also mixing and matching different rules for their home games from different supplements. I think of expectations of play for GURPS or HERO in the same light.

Finally, I'd like to point out that using D20 interchangable with D&D3e can lead to some confusion. The only thing anyone can justifiably say about D20 is that its a brand name used to link several roleplaying games that use the D&D3e system as their starting base. Unfortunately, trying to identify the core "D20" system I think is futile, since lots of it gets switched around and changed in each incarnation. Further add into the fact people mixing up D20 games when they mean OGL games (which changes things up even further), and eventually when you say D20, it really becomes meaningless phrase. I don't think it's got any real legitimacy as a term beyond a marketing one.

To put this in better perspective, when complaining about D20's spell system as needlessly complex begs the question, which spell system? There's about a bizillion on the market. Wizards, themselves, have at least 4 systems (D&D/D20 Modern, Call of Cthulhu, Wheel of Time, and Star Wars, if you count the Force rules as "magic.")

While I can, and I'm sure others can, identify what spell system is being talked about (D&D) from context, I think for a forum that prides itself in keeping its vocabulary precise, I think, being clear will lead to less confusion and frustration among the participants.

Take care,
Steve Dustin

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On 12/9/2002 at 6:19am, Mark Johnson wrote:
RE: d20 As Design

I am probably being nit-picky here but one of my biggest problems with D20 design is not so much the class/level one, but how little ones basic attributes really affect a characters ability to perform a task. I know realism is not goal of D20, but shouldn't someone with an Intelligence of 18 really have more than a +4 to their rolls. This is theoretically someone in the top half percentile of intelligence.

The essential problem with this is that this is so basic to the core of D20 that you cannot change it and still be compatible with the rest of D20. My personal preference would be for characters to be rolled on 6 3d6 arranged to taste with the following modifiers.

1 -9
2 -8
3 -7
4 -6
5 -5
6 -4
7 -3
8 -2
9 -1
10 +0
11 +1
12 +2
13 +3
14 +4
15 +5
16 +6...
ad infintum

Characters could raise their attribute scores at every even level.

Still not realistic, but it feels more "D&D" to me and it better rewards high ability scores. Strong heroes should be truly strong. Nimble thieves should be truly nimble etc.

I am sure that this would entail the need for changes to the skill system as well. Currently at first level each character class receives 4*class skill points with a max of 4 skill levels. Instead, to make up for the ability bonus I would restrict class skill points to 1 per level and only receive their normal allocation of skill points at first level.

This would in turn probably force players to start their characters above first level...

Just a design critique that bothers me that I have not really seen addressed.

Thanks,
Mark J

P.S. Yes, I am aware that just adding the ability score to a D20 plus the skill bonus is essentially the same as what I am proposing. In fact, AC would simply be DEX + ARMOR BONUS this way. I just proposed the above method to maintain a consistency with the current methods.

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On 12/13/2002 at 11:56am, Ozymandias wrote:
RE: d20 As Design

damion wrote: Here is what I would consider the 'design' flaws of D20. Obviously these are opinion only.
(Alot of D20 design is just gamist design, which isn't really a flaw, even if I'm not that fond of it.)

1)Charachter creation involves way to many 'here is a huge number of choices, pick N' type things. Feats, spells, even gods to a degree.

2)Advancement, and feats have the same problem.

3)To many special cases: It's better than it was, but there is still a bunch of 'this does x, except if y is around, ect'


My question about this though is, are all those things flaws? Or rather are they flaws if they were actually placed there to meet a design goal?

It took me a little while to dig this up, but take these quotes from Ryan Dancey June of 1999 posted to rec.games.frp.industry on a thread entitled "Market Forces and RPGs":

"It's been my experience that most people who play a D&D game more than a few times in a row eventually buy their own copy of the PHB. Unlike a lot of other games, a D&D character is really an "index" into the rules system - the book and the character sheet work in concert. I could play a game of Vampire or L5R and never reference the book during game play provided that I made sufficient notes to myself on how my skills worked.

I have a friend who makes character sheets to hold all the information he
needs so he doesn't have to use the books during play. He has a 5th level
PC with a twenty eight paged character sheet."


Then in response to a reply about that being "bad design", we get the response:

It >IS< lousy game design. But it's great >product< design. Sometimes the two stand at opposition. In this case, I think the long term benefits of a lot of people owning (rather than borrowing or sharing) the core rules stands D&D in good stead.

This is just shortly before the release of 3e/d20 and I think goes a long towards explaining some of the design decisions that went into the system. Basically what's been said there is that all those complicated feats and spells which create rules exceptions, are there on purpose. They're there so that everyone who plays D&D almost has to have a copy of the Players Handbook in order to know what all the stuff on their character sheet actually does.

Now this is great for WotC, it helps them sell more D&D books and more D&D books selling helps keep all of our FLGS in business, but in terms of the design of the d20 system it does bring to light that even the developers recognized that there is a great are design flaws within the system, and this is something that another publisher who decides to utilize D20 SRD when designing their own game needs to be aware of.

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On 12/13/2002 at 12:50pm, contracycle wrote:
RE: d20 As Design

Naaah. I think that gives them too much credit; its the very lack of change from prior incarnaitons of the system that make it a hodge-podge. I don't think there was a conscious and deliberate analysis and redesign of the system at all.

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On 12/13/2002 at 2:39pm, Mike Holmes wrote:
RE: d20 As Design

contracycle wrote: Naaah. I think that gives them too much credit; its the very lack of change from prior incarnaitons of the system that make it a hodge-podge. I don't think there was a conscious and deliberate analysis and redesign of the system at all.

There was a very concerted analysis in the redesign effort. However, they decided early on in the design that there were certain things that made D&D what it is. And those were not subject to change. That is, before analysis began, they had decided to keep levels, classes, hit points, the "standard" races, and "fire and forget" magic (there may have been a few others). The though was that if any of that left that the game would no longer be recognizable as D&D. As such, this was a very conscious marketing choice.

That said, I think that they did about as good ajob as could be done withing that framework. Considering the constraints they were put under, the system that resulted is very well designed. The question is whether or not the constraints in question limited the effectiveness of the outcome. That's certainly debatable.

But I think they have a game that does what it's designed to do very well, overall. Ozy is right about it being a pretty good product (I just personally don't enjoy what it's designed for).

Mike

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On 12/13/2002 at 2:54pm, Cassidy wrote:
RE: d20 As Design

contracycle wrote: Naaah. I think that gives them too much credit; its the very lack of change from prior incarnaitons of the system that make it a hodge-podge. I don't think there was a conscious and deliberate analysis and redesign of the system at all.


Trying to second-guess WotC's design goals is a bit of a black art but I believe the lack of change you mention from prior D&D incarnations is one thing that is intentional. Take away the familiar "D&D"' elements we all know and love (or hate) and maybe it wouldn't BE D&D anymore.

If as a player you love poring over charts, prestige classes, dozens of skills, lots of spells and magic items, min/maxing stats, then with d20 you'll have a ball. There seems to be a rule for just about everything. It's hard to see how the inclusion of so many rules cannot be anything but a deliberate design goal.

My own feeling is that this is from a conscious desire to create a game that provides players with lots of choices and options that is as comprehensive as possible. It's like AD&D on steroids.

Personally I like rules that are intuitive rather than being spelled out in black and white. I don't find d20 a particularly intuitive system to play and it just doesn't fire my interest. In the games I have played in I have found the whole thing a bit stop and start as rules are constantly consulted. I accept that debating this rule or that is an enjoyable part of the whole gaming experience though in which case the more rules the better and D20 does that admirably.

Looking at d20 system design from the angle of WotC's presumed desire to create a marketable product that will make them money I think d20 is fantastic.

One goal of WotC would surely be to maximize that initial purchase from a consumer.

The 3 core D&D d20 books cost around £25 each here in the UK. They are big fat buggers with 250-300 pages each. £75, thats quite a lot.

Of course if a design goal was to produce a more intuitive system less rules-laden system then you wouldn't need so books. They probably wouldn't be quite as big and they would probably cost less too.

In addition another goal of WotC would presumably be a need to continue making money from players after their initial purchases.

d20 design is fairly open-ended and can encompasses additional rules supplements beyond the 3 core books. If you want to play a cleric then you can buy an additional supplement that adds a layer of complexity to the system design.

At the end of the day d20 is a product and WotC as company want to ship as much product as is possible and the d20 game design facilitates the production or more product and more rules supplements.

Design = Rules. Rules = Books. Books = money.

Makes perfect sense to me.

If the d20 design were simpler then I would probably be more enamoured to the system itself and would maybe even consider running a d20 game. As it is I'm unlikely to spend any more than the £25 I've spent on the players handbook. The system design is just too complex and comprehensive for my needs.

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On 12/13/2002 at 3:12pm, Ozymandias wrote:
RE: d20 As Design

contracycle wrote: Naaah. I think that gives them too much credit; its the very lack of change from prior incarnaitons of the system that make it a hodge-podge. I don't think there was a conscious and deliberate analysis and redesign of the system at all.


Well, first let me say that wasn't really my point. What I was focusing on was the fact that D&D3e was developed less in terms of how it was to be played as a game than how it would be recieved as as a product. (This isn't to say they completely say they ignored the play aspect, but when game design conflicted with product design, product design won.)

In terms of there being a deliberate redesign, there have been numerous comments by the developers of 3e of much bigger changes that were considered and ultimately discarded b/c it was felt that if certain things changed that the game would cease to be D&D and that their customer base wouldn't migrate to the new version. So while, in the end, the system is something of a "hodge-podge" it's a deliberate one not an accidental one.

One small example would be that intially they'd wanted to give the feats more colorful names (ie: Sunder = Property Damage, Precise Shot = Got Your Back Charlie, Spring Attack = Sucks To Be You) but ultimately went with the blander ones as they felt more like generic D&D. Again, this is a small example but pretty representative of the mentality behind producing the game. They weren't out to create the most innovative RPG they could, rather they were out to create most innovative version of D&D they could. There's important differences between those two design goals.

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On 12/14/2002 at 9:45pm, contracycle wrote:
RE: d20 As Design

Well, thats quite a set of responses. But I feel they rather give me my point; I find it telling that the response is "but then it wouldn't be D&D". I know, but I thought that was the pitch, that this was D20 not D&D. So thus it could also be Nyambe. But it isn't, its still D&D with a new logo. What we have here is a universal system of the "you can have any colour you like as long as its black" variety.

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On 12/15/2002 at 7:32am, M. J. Young wrote:
RE: d20 As Design

damion wrote: Here is what I would consider the 'design' flaws of D20. Obviously these are opinion only.
(Alot of D20 design is just gamist design, which isn't really a flaw, even if I'm not that fond of it.)

1)Charachter creation involves way to many 'here is a huge number of choices, pick N' type things. Feats, spells, even gods to a degree.

2)Advancement, and feats have the same problem.

3)To many special cases: It's better than it was, but there is still a bunch of 'this does x, except if y is around, ect'


Somehow this didn't register the first time I read it; it wasn't until Ozymandias replied that I realized what it said.

I think you're confusing design flaw with targeting problem; that is, what you cite isn't a problem with the game; it's a feature of the game that is a positive and working feature which you don't like.

Perhaps the revelation that this is so lies in your statement that these are only your opinion. A design flaw wouldn't be merely opinion; it would be something about the system that didn't work as it was intended, not something that didn't appeal to you when it worked right.

Complex character creation has been a feature since OAD&D (at least). I've got a near two hundred page web site containing only the data needed to create a character for OAD&D (from races and classes and ability scores to psionics and starting spells and deities to equipment). The trend today is toward streamlined character creation. Part of that may be because it demos better and is more likely to work in a one-shot game. D&D has always been a campaign game; games played at cons don't include character generation (you play one of the provided characters, usually). Having a well-fleshed character is better for a campaign system, and thus the complex character creation model is a better choice for a long-term game.

Advancement is similarly an important feature of a campaign system. One of the problems that frustrated us as players in early Gamma World games was precisely that we felt we were never getting any better at anything. We collected gadgets, but we didn't improve--after four years of play, we had no better chance in a fight than we had when we started. Advancement gives the player the feeling that the character is growing and learning from his experiences, and that one day he will be as good as those heroes who are the legends of the world, if he can survive so long. If you want to design a game for one-shots, don't include advancement. Every MUD and MUSH and MMORPG of which I am aware contains an advancement system, because it gives the players goals toward which to strive and a real sense of improvement through play. They come back (and believe me, they come back--I've five teenage boys enamored with them) because they are building characters who will eventually be the heroes, thanks to advancement.

Special cases are always a problem in RPG's. There are several ways to handle them, but they cannot be eliminated. The problem arises because of the interactions of uncounted smaller components. Consider Pinochle. The rules are fairly simple. Cards are numbered A, 10, K, Q, J, 9, and there are two of each in each of four suits. One suit will be named as trump following the auction. Once a card is led, players must in turn play a card following suit if they can. If they cannot follow suit, they must play trump. If they cannot play trump, they must discard another card. If no trump was played (or trump was led), the trick is taken by the player who played the highest card in the suit. If someone played trump, the trump takes it. If more than one trump was played, the highest trump takes it. Ah, but what if the highest card played is matched? That is, what if two players have played the ten of trumps? Who takes the trick? The answer requires a special rule (which happens to be that the first one played takes the trick). The special rule is required because the possibility of an unresolvable situation arises under the general rules.

So with RPG's you often have the possibility that a situation could arise which cannot be resolved under the regular rules. If you're using a house system, the referee (who wrote the rules anyway) creates a new rule at that moment--which, depending on the strictures of play, may or may not become precedent for any future occasion of that sort. If you've got a cleverly simplified game mechanic system, there will be at least one (possibly more than one) catch basket for resolving these things (such as Multiverser's General Effects Roll). But if you're designing a game that might be played in competition play (as D&D has been in the past), you need to know that there will be consistent treatment of all such uncertainties. Hence you need rules to cover what happens when the never-can-miss attack is countered by the never-can-hit-me dodge, or the fireball strikes the wall of ice. Yes, complexity of rules can slow a game; and many referees in running such games will take the position that if they don't know where the rule is it doesn't exist and they can make their own judgment. But for consistency across many games, you need the special case rules.

Contracycle (a.k.a. Gareth?) wrote: I find it telling that the response is "but then it wouldn't be D&D". I know, but I thought that was the pitch, that this was D20 not D&D....its still D&D with a new logo. What we have here is a universal system of the "you can have any colour you like as long as its black" variety.


Difficult point that. The fact is that D&D3E is still D&D; and that the D20 game engine is being touted as adaptable to a wide variety of other settings/milieus/genres. I suppose there's a degree to which this thread is about that--can it be adapted as such? I don't see much reason why it couldn't be as adaptable as GURPS; there are a lot of things I don't like about GURPS (but I'm not fluent in the game). I'm not very fond of D&D3E, but then I've got a lot of time and effort invested in the old game, and don't find the new one at all compatible with it. Converting my old campaigns over to the new system would be a Nightmare I do not wish to have, and I am too old to start building a new world from scratch. Hey, I thought that 2E was to jarring a change in rules when it came out, and never made the change to that; I still have vestiges of Basic D&D in my game world that have never been converted to the advanced rules. I don't have the feeling that this game is still D&D; it's an entirely different game set in a similar world. But then I suppose for players (I have always been a Dungeon Master and never played) it must seem like the same game.

--M. J. Young

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On 12/16/2002 at 3:33pm, xiombarg wrote:
RE: d20 As Design

Well said, M.J. I don't have much to add, other than to note what I've said before: all those choices (Feats, etc.) is a very functional Gamist design. It's also, as others have pointed out, good marketing, but I submit that even outside of the marketing issues, that it's a functional and good design, in the sense if gives people a lot of tactical options, and ways of changing a charcter's effectiveness. In fact, I submit that if Feats weren't special little bite-sized rules exceptions, they'd be boring...

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On 12/16/2002 at 8:30pm, Jack Spencer Jr wrote:
RE: d20 As Design

Cassidy wrote: Take away the familiar "D&D"' elements we all know and love (or hate) and maybe it wouldn't BE D&D anymore.

This strikes me as interesting and might say more about d20 as a design. WHile I can agree with the wisdom of keeping certain elements of the game or else it would not BE D&D anymore (and for the record, if I ever wide up a part of a group that acquires the rights to D&D and is set to write and put out a new edition, I personally hope that NO ONE in the room has this bit of wisdom) But these constraints that they worked within to make a cleaner, faster D&D,...are they conducive to a decent set of so-called "universal" game rules? Even with the proviso of major changes possible to said system?

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On 12/16/2002 at 11:05pm, Cassidy wrote:
Re: d20 As Design

Going back to initial post xiombarg wrote, and picking up on the skill system in d20...

xiombarg wrote: While D&D 3E may be all about going back to the dungeon and killing things, the fact of the matter is the skill system supports doing other things, and it supports it very, very well.


While there is a recognizable "skill" system in d20, which is presumably there to "support other things" it has never been a relavent part of the D&D 3E games I've played.

After playing D&D 3E, (3 seperate campaigns now, about 30+ sessions) I cannot in all honesty say that I have seen the skill system add anything significant to the game.

The games of D&D 3E I've played are about killing things, combat and magic, that's the way our GM runs things. Admittedly there may be interludes in play where scenes and events develop that may require the use of non combat/magic skills but they have been infrequent. The game as it has been presented to me as a player is a fantasy combat game.

That may be selling D&D short and not realising the full potential of the system. However when you have a seperate Monster Manual, detailed lists of Magic Spells and large portions of the rules that focus on Combat then it is difficult to see D&D in any other way.

If d20 had come up with an great new combat system that no-one had ever seen before then I would be excited.

or...

If d20 had introduced a new innovative way of handling magic and spells then that could have been something great.

If d20 lacks anything for me it is innovation. There is nothing innovative or new about the design that gets me excited enough to want to explore the game with a view to running it.

Dungeon Bashing? Yeah, I like a good dungeon bash once in a while.

Someone directed me to Fungeon a while back (I can't remember who). As a game designed to emulate the good old hack-and-slash dungeon crawl it reads very well. Never played it yet but I would certainly consider it.

In a way it is probably closer to the spirit of D&D than 3E D&D itself.

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On 12/17/2002 at 12:05am, Shreyas Sampat wrote:
RE: d20 As Design

Interestingly, in the 3e game I play over summers, there's a low-combat bias and the skill system takes a large part in the action, as does the ability to create really 'tasty', cheap magic items.

Yet we're very obviously playing a D&D game - we sell our loot to bizarrely rich armourers (ex-adventurers, more often than not), people hire us to slay stuff, we troupe across the countryside astride our noble (stolen) steeds, all that good stuff.

So, it's interesting that 3e can produce both your style of crunchy dungeon hack play and our style of social travelogue play, both of which are staples of the D&D tradition.

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On 12/17/2002 at 7:45am, Pramas wrote:
RE: d20 As Design

contracycle wrote: Naaah. I think that gives them too much credit; its the very lack of change from prior incarnaitons of the system that make it a hodge-podge. I don't think there was a conscious and deliberate analysis and redesign of the system at all.


You'd be wrong then. There was a great deal of conscious and deliberate analysis. I was working in Roleplaying R&D at Wizards at the time and saw the process first hand. One of the first things the design team did was analyze D&D and then make a listed of "sacred cows" (ie things it was felt could not be changed and still have the game be D&D). After that list was hashed, the redesign began in earnest.

One of the most interesting parts of the process for me as a game designer was the periodic round table discussions we'd have about the current iteration of the new rules. You don't often get 30 game designers and editors/developers, representing a very wide array of opinions and experience, in one room to argue about game design. While the three members of the design team did the real heavy lifting, everyone in R&D was involved critiquing, playtesting, and offering feedbackand suggestions.

You might not like the new D&D rules, but to intimate that they were just thrown together does a disservice to the game designers involved.

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On 12/17/2002 at 9:54am, contracycle wrote:
RE: d20 As Design

Pramas wrote:
contracycle wrote:
You'd be wrong then. There was a great deal of conscious and deliberate analysis.


Fair enough, then. They thought about it long and hard and came to the dumbest possible solution. Bravo.

On this basis, the whole d20 project must be seen of the light of a cynical marketing exercise intended to provide the illusion of a redesigned system to sell yet one more iteration of the same product to the same fanbase it always had... and to use the spurious OGL to persuade other games to be "D&D-ified". Frankly, I suspect that if the ambition from tyhe get go had been posed as "lets expand the hobby by writing D&D versions of Rokugan/etc." I doubt anyone would have been persuaded; critical opinion about D&D is so vigorously entrenched that such a strategy could at best appeal to a limited segment of all roleplayers and would be highly unlikely to make the mainstream break. But by positing it as a d20 strategy to do such, it IMPLIED that the system was sufficienctly robust to at the very least be considered for such a monumental cross-genre role.

Which it frankly is not. Now I concede that GURPS is also a universal system of the "any colour you like as long as its black" type, but what it does NOT do is hard-code certain genre assumptions, like the endless controversy about hit-points, into the core, "universal" mechanics. There is default sim baseline from which adaptation to other settings is relatively easily done. It simply doesn't suffer from the problems with snipers and falling of cliffs which are inherent to D&D-style hit points.

AS A DESIGN, D&D is too limited to be any sort of universal system. To market it as such on the basis of a brand change borders on fraud. To date, we have seen a broad range of d20 products but I suspect that there will very shortly be a massive glut; established D&D players will have found their new world to play in, and its unlikely that the known limitations of D&D will be overcome such that it becomes a gateway product for hitherto unengaged players. Players of other systems will find a D&D sourcebook of very limited utility. Who, then, is going to buy the print runs of Nyambe or what have you? I'm now really curious as to what the print run volumes of the world sets are like by comparison to those of the core rules...

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On 12/17/2002 at 10:01am, contracycle wrote:
RE: d20 As Design

To forestall some objections, I am going to return to Xiombargs initial question:


In particular, I want to talk about its impact on game design overall and whether or not it's a good thing for us indie people.


Absolutely nil. Considering that every game designer, just about, must be familiar with D&D by now, the present re-hash of the elderly rules will have absolutely zero effect on the state of the art of design thinking. If the only innovation in the new design is the skill system, then this is a belated concession to a better idea that itself has been in print for at least two decades, I reckon. I see it as a bad thing for indie gaming on the basis that store owners are us much susceptible to hype as anyone else and if they displace innovative games with old style mutton dressed up as lamb, I fear the hobby overall is likely to suffer.

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On 12/17/2002 at 4:47pm, Valamir wrote:
RE: d20 As Design

Damn Gareth. I thought I was cynical. I don't suppose that your personal distaste for capitalistic marketing tactics is coloring your opinion in this matter at all...

To say 3e is not a redesign is 100%. It is one of the most thoroughly complete redesigns any RPG has ever gone through. It is the THIRD EDITION of an existing game. It is not and was never intended to be a new game. 3E is more greatly changed from 2E than 2E was from 1E. One could even say that there are more differences between 3E and 2E than there were between AD&D and OD&D.

As far as the "dumbest possible solution" I have to say that is one of the most assinine statements I've heard you make in a long time. You usually make at least an attempt to seperate objective analysis from personal opinion. Here you are just saying "I don't like D&D even though lots of other people do. WotC designed D&D for those people and not for me. WotC was dumb". This is utter nonsense.

As for it not being universal. Well have a general distaste for generic core mechanics that are applied to other settings anyway. But d20 has as much to offer folks who want a universal core mechanic as GURPS. It caters to a different set of game priorities than GURPS but it is equally as "Generic Universal" just with a different focus.

As for aspects of the game being "hard coded in". You seem to forget 2 amazingly crucial facts.

1) ALOT of people like those hard coded items you dismiss out of hand. That you hate them, and I'm pretty indifferent to them is entirely beside the point.

2) They AREN'T. I suggest you pick up a copy of Mutants and Masterminds to see what creative innovative talented game designers can do with the basic d20 mechanics. Gone are classes, gone is damage rolled on strange polyhedrons, gone is rollind 3d6 for stats, gone are hitpoints. M&M successfully overturns many of the WotC Sacred Cows in a way that is still essentially d20. It doesn't use the d20 logo but it does use the OGL which you so frequently blast.

Also "innovative" is not a a synonym for "original" or "unique". A game doesn't have to be either of those to earn the title innovative. Taking the same old same old and applying it in a new way is innovative. Taking an old product and repackaging it for a new audience is innovative.

But wait...they didn't repackage it for a new audience they gave it to the same old audience right? Oh contraire. That old audience IS the new audience. Sure most of the "new" 3E mechanics were late 80s early 90s inventions. You can see those basic ideas in numerous other RPGs from the era. But they never penetrated that closed market of D&D players. You know...that dark dingy world of gamers who never had and never would play any other game other than AD&D in their entire lives except to try it once and proclaim it sucks. The vast majority of gamers by absolute numbers as the number of PHB sales alone should prove.

What 3E did was it took an old product...late 80s early 90s roleplaying and introduced it to an audience that had entirely missed it the first time around. I know long time AD&D players who marvel at how wonderfully innovative 3E is...because they never played Cyperpunk, or Ars Magica, or White Wolf, or any of the other games we take for granted. Its all new to them. Getting the old school D&Ders to advance an entire decade in their gaming technology is innovative in itself. Maybe in another decade someone will do D&D4E and bring them into the 21st century.


So basically, on every single point you made in your last several posts you are 100% empiracally WRONG. And I don't mean wrong in the "in my opinion you're wrong" sense. I mean you are wrong in the "you don't have your facts straight and are ranting out you ass about something you don't know much about" sense.

Are there alot of design monkeys out there cloning mundane D&D applications. Yup. Does that mean D&D is the great gaming satan and a truely talanted game designer can't do anything with it. Nope.

M&M is a FANTASTIC supers game. Its the first game that let me create several of the character types that typically gave me problems without making any concessions and without spending 3 days with caluculator trying to get Champions to do it. Plug and Play superpowers...that work. Its a gem of a game, and its core is d20.

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On 12/17/2002 at 5:00pm, Ron Edwards wrote:
RE: d20 As Design

Hello,

Yow. People, I think the various views on the topic have been well-articulated, no? And points of disagreement or refutation can be noted and logged?

Those are rhetorical questions. Here's what I call for, now: let's distill out the meaningful points that have emerged, articulate them, and be done. No more judgments of one another, please.

Best,
Ron

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On 12/17/2002 at 6:14pm, xiombarg wrote:
RE: d20 As Design

Chris, Val and Gareth... let's keep it civil, okay? *glances at "Topic Review" window* Like Ron said.

I tend to agree with Valamir's point regarding Gareth's comments. It's a matter of taste, and I still assert that given the design goals, d20 is an admirable design.

I'd like to respond to a couple of things.

Cassidy wrote: After playing D&D 3E, (3 seperate campaigns now, about 30+ sessions) I cannot in all honesty say that I have seen the skill system add anything significant to the game.
Well, my experience has been the exact opposite. I've been running and playing D&D3E since it first came out, at least once every other week, and have been in or run over 6 campaigns, including currently ongoing campaigns.

And I can say, without hesitation, that the skill system has made a big difference in bringing the game above hack and slash and supporting other modes of play than killing things and taking their stuff. To wit, court intrigue, espionage, and even a certain amount of economic simulation.

contracycle wrote:
In particular, want to talk about its impact on game design overall and whether or not it's a good thing for us indie people.
Absolutely nil. Considering that every game designer, just about, must be familiar with D&D by now, the present re-hash of the elderly rules will have absolutely zero effect on the state of the art of design thinking. If the only innovation in the new design is the skill system, then this is a belated concession to a better idea that itself has been in print for at least two decades, I reckon.
No one is denying that the skill system is old hat, in its own way. But just because it's old hat doesn't mean that it isn't good design and worth emulating. It's not about "innovation" it's about solid design and the fact that tons of already-existing gamers have now been exposed to it. (I think some of the designs here on the Forge are sometimes a little obsessed with re-inventing the wheel, but that's a little off-topic.)

And it isn't just the skill system. I submit that the Feat system is good Gamist design. Not innovative, but good.

Which it frankly is not. Now I concede that GURPS is also a universal system of the "any colour you like as long as its black" type, but what it does NOT do is hard-code certain genre assumptions, like the endless controversy about hit-points, into the core, "universal" mechanics. There is default sim baseline from which adaptation to other settings is relatively easily done. It simply doesn't suffer from the problems with snipers and falling of cliffs which are inherent to D&D-style hit points.
And here, I can only point to Valamir's post. Mutants and Masterminds proves the robustness of the d20 mechanics and the fact the genre assumptions are NOT hard-coded.

Gareth, check out Mutants and Masterminds. It refutes your points more eloquently than me or Valamir can. Of course, I may be biased -- the core damage mechanic, the "damage save", is essentially the same damage mechanic I had already used in Unsung...

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On 12/17/2002 at 6:45pm, Jack Spencer Jr wrote:
RE: d20 As Design

xiombarg wrote: No one is denying that the skill system is old hat, in its own way. But just because it's old hat doesn't mean that it isn't good design and worth emulating. It's not about "innovation" it's about solid design and the fact that tons of already-existing gamers have now been exposed to it.
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And it isn't just the skill system. I submit that the Feat system is good Gamist design. Not innovative, but good.

I will dispute this a little bit. I mean that after had been a Skill System convert after Levels, I will say that the bloom is off the rose a bit. In d20 especially, but any skill system IMO. Most of the design considerations are very combat-centric and the non-combat skills seem-- hollow. Like in GURPS where non-combat skills and advantages are just a means to get players to spend less points on combat skills. Or such is my take on the matter. The non-combat skills can be used and a session can be played so that such skills are important, but IME they are more there to keep the combat proficiency down a notch. YMMV

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On 12/17/2002 at 7:08pm, xiombarg wrote:
RE: d20 As Design

Jack Spencer Jr wrote: I mean that after had been a Skill System convert after Levels, I will say that the bloom is off the rose a bit. In d20 especially, but any skill system IMO. Most of the design considerations are very combat-centric and the non-combat skills seem-- hollow. Like in GURPS where non-combat skills and advantages are just a means to get players to spend less points on combat skills. Or such is my take on the matter. The non-combat skills can be used and a session can be played so that such skills are important, but IME they are more there to keep the combat proficiency down a notch. YMMV
Well, to repeat what I told Cassidy, my milage does vary. While combat certainly happens in my D&D games, skill and Feat use was (and is) much more important, because the game was not about killing things and taking stuff -- generally I rewarded talking. The mechanic can support other styles of play, and without much work, either -- I didn't put any more effort into things than I normally did. (In fact, the only time D&D took a lot of time for me was the few times that I did plan a combat.)

Now, I will admit I did end up modifying the reward system for my current game, using instead the XP system from Omega World in combination with the XP system from d20 Call of Cthulhu.

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On 12/17/2002 at 9:32pm, Cassidy wrote:
RE: d20 As Design

xiombarg wrote:
And I can say, without hesitation, that the skill system has made a big difference in bringing the game above hack and slash and supporting other modes of play than killing things and taking their stuff. To wit, court intrigue, espionage, and even a certain amount of economic simulation.


I buy what you are saying and I think that has more to do with the way that you have chosen to run your games rather than actually being an intentional design goal of WotC.

Long ago, when I was knee high to a gnome, I ran 2nd Edition AD&D campaigns and made use of Non Weapon Proficiencies in much the same way that you have used d20 Skills in your games. Combat was there but it didn't take centre stage since there were other sources of conflict. I used magic very sparingly if at all.

If you think about it players were always able to bring D&D above the usual hack-and-slash dungeon crawl that is the staple of D&D. I'm sure that players and GMs all over the place were doing that years ago. It's actually nothing new.

d20 D&D does have is a more detailed description of Skills and their application that is far better than in prior D&D incarnations.

If a d20 design goal was to create a role-playing game with a broader scope than just dungeon crawling and monster bashing then is it useful to have an entire section of the DMG devoted to Dungeon rules or to focus so much on combat and magic?

I'm not denying that d20 D&D can be run to encompass a variety of other role-playing themes beyond dungeon crawling and monster bashing, such as espionage, intrigue, diplomacy, etc.

I just don't see much in the design of the game or the accompanying text in the books that emphasizes the fact that D&D CAN be played that way.

If that is a design goal of d20 D&D then these these alternatives should perhaps be highlighted more.

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On 12/17/2002 at 11:29pm, xiombarg wrote:
RE: d20 As Design

Cassidy wrote: I buy what you are saying and I think that has more to do with the way that you have chosen to run your games rather than actually being an intentional design goal of WotC.

Long ago, when I was knee high to a gnome, I ran 2nd Edition AD&D campaigns and made use of Non Weapon Proficiencies in much the same way that you have used d20 Skills in your games. Combat was there but it didn't take centre stage since there were other sources of conflict. I used magic very sparingly if at all.
I've been playing RPGs since 1st edition AD&D. I remember NonWeapon Proficiencies. (Originally introduced for 1st edition in Unearthed Arcana, IIRC, before becoming part of the "core" in 2nd Edition.)

NonWeapon Proficencies had (and have) a very high whiff factor. They were highly de-protagonizing in that way... Failure was common unless you had high stats, in which case you rarely needed the pitful bonus provided by the proficiency anyway.

This is not the case with the 3E skill system. You can make an effective 1st level character, and characters start to become really effective at 3rd level -- again, unlike NonWeapon Proficiencies. And your skill can overcome crappy stats.

This is an effective and working mechanic. It's part of the system. D&D 3E supports non-hack-and-slash better than any other version of D&D on a pure system level. Sure it's in the way I run it -- but you can run Vampire as a hack-and-slash fest. That isn't the point.

(More on this below.)

If a d20 design goal was to create a role-playing game with a broader scope than just dungeon crawling and monster bashing then is it useful to have an entire section of the DMG devoted to Dungeon rules or to focus so much on combat and magic?
Uh, because they want to support that mode of play as well?

Because the two goals aren't mutually exclusive?

I'm not trying to be snide here, but it seems that you're saying that because the text supports one mode of play it CANNOT support another, even though the text, and the mechanic itself, clearly does so. (More on that below.)

I just don't see much in the design of the game or the accompanying text in the books that emphasizes the fact that D&D CAN be played that way.
So, for a mechanic to be good for something, the text has to go out of its way to point this fact out?

I'm not buying it. Especially since the various class supplements -- like Song and Silence -- can and do go over non-combat uses for skills, expanding on what's already established by the skill system. And the non-combat detail in the skill listings that you (IHMO) dismiss with a wave of your hand seem to support non-combat play.

Sure, this was true, to a certain extent, of 2nd Ed (and 1st Ed, through Unearthed Arcana) and the NonWeapon Proficiency system, but unlike NonWeapon Proficiencies the d20 skill system actually works to provide that support, mechanically, rather than trying to and failing.

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On 12/18/2002 at 5:30am, Jack Spencer Jr wrote:
RE: d20 As Design

Hi, Kirt

I don't think I was very clear in my post but what I mean is I really don't think that the skiil or feat system is very well designed, balanced or thought-out in d20 *except for* anything that is combat related. It feels tacked-on to me. I could be wrong.

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On 12/18/2002 at 8:22am, Pramas wrote:
RE: d20 As Design

contracycle wrote: On this basis, the whole d20 project must be seen of the light of a cynical marketing exercise intended to provide the illusion of a redesigned system to sell yet one more iteration of the same product to the same fanbase it always had... and to use the spurious OGL to persuade other games to be "D&D-ified".


You, and perhaps others in this thread, seem to be laboring under the misperception that 3rd edition D&D had "make a universal system" as one of its design goals. It did not. The design team's goal was to create a new edition of D&D. The OGL came from Ryan Dancey and his brand group, a different group of people than the game designers. Once Ryan began to posit his theories of why the OGL was a good idea (and that's a debate for another day), it didn't take long for people to realize that the core mechanics of d20 can be ported over to other genres. The question is and will remain, "How much of D&D do I have to keep for this to be d20?" No one, of course, agrees on what the answer is. For some d20 fans, anything that they are not immediately able to plug into their D&D game goes to far. Others view OGL games like Mutants & Masterminds as the way to take the core d20 mechanics and translate them into a new genre.

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On 12/18/2002 at 9:31am, contracycle wrote:
RE: d20 As Design

Pramas wrote:
Others view OGL games like Mutants & Masterminds as the way to take the core d20 mechanics and translate them into a new genre.


At which point you run straight into a problem that was already mentioned: at what point does it become easier to start from scratch?

Furthermore, this impression of the aim of a universal system is encouraged by the fanbase, who have often advised me that d20 is so different from D&D that my hesitancy to purchase the product was misplaced. I could explain to them at great length why I don't play D&D any more, and they insist that d20 is nothing like that any more.

Now the defense is being offered that it was never intended to be anything othert than D&D - then, where on earth do the fans telling me its NOT just another D&D rewrite get that impression from?

And lastly, id d20 is just the next edition of D&D, why are we discussing it? It has no claim to special status, being self-acknowledged as nothing more than am unchallenging rewrite of an existing an elderly system. Why should a board dedicated to indie RPG's be discussing the least indie game around? Now, if the claim were consistently being advanced that the d20 model offers something radical and innovative, then it would make sense; but if in actual fact, as we have seen, its just another D&D, then of what possible interest is it to us?

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On 12/18/2002 at 10:32am, Ozymandias wrote:
RE: d20 As Design

contracycle wrote:
Now the defense is being offered that it was never intended to be anything othert than D&D - then, where on earth do the fans telling me its NOT just another D&D rewrite get that impression from?


The problem here is that you have different people meaning different things when they say "this is D&D".

When people say that d20 is different than previous editions of D&D they are correct in that:

1. It has a coherent, consistent core mechanic.
2. It has a detailed and emphasized skilled system.
3. It has feats, which are completely new.
4. Classes are more detailed and unique, each posessing a variety of special abilities.
5. New multiclassing rules are less of a straightjacket than in previous editions.

However, when people say it was designed bearing in mind the fact it was still D&D and had to retain certain elements on that basis, they are also correct in that:

1. It still has classes and levels.
2. It still has Vancian fire and forget magic.
3. It still has +4 Longswords, etc.
4. It still has hit points.
5. It still has the same six characteristics on the same basic scale.

So, while it's design does in many ways depart from previous editions of D&D, it retains those basic elements which brand it as being D&D and without which those people who have played D&D in previous editions would not have upgraded to the new product.


Why should a board dedicated to indie RPG's be discussing the least indie game around? Now, if the claim were consistently being advanced that the d20 model offers something radical and innovative, then it would make sense; but if in actual fact, as we have seen, its just another D&D, then of what possible interest is it to us?


People design games for different reasons, even indie ones. The definition of indie game that usually seems to be used around here focuses on a game being creator-owned, rather than anything to do with a game "radical and innovative" ergo since the OGL opens up those rules to be changed and tweaked for the creation of a creator owned product, it seems legitmate to explore the merits of said rules.

So, the real question comes down to what merits can be found within the d20 system that an indie-game designer might wish to utilize.

Let me throw out a few ideas in that direction:

1. You have a highly playtested set of gamist focused rules.
2. The core mechanic is easily learned and easily applied to a variety of situations.
3. The combat mechanics do provide for challenging, tactical play.
4. The fact that so many parts of the system are functional and worked out in advance for you enables you to focus on tweaking just those things which need to be altered for a certain genre. (ie: The damage save and power system found within mutants and masterminds.) I mean hell, if you really wanted to, you could take the base system and make it completely diceless, substituting spending some sort of resource points for rolling dice.

On the flipside, understanding that at times WotC chose to sacrifice good game-design for good product-design, is useful for helping one to analyze the basic ruleset and make changes to it.

The first idea that jumps to my mind, would be within the skill system utilizing a more generalized list of target numbers (ie: Easy = 10, Hard = 15, or whatever) rather than listing specific target numbers for specific tasks within each skill, thereby reducing how often the rulebook has to be consulted.

So, I think overall for an indie game designer who doesn't need to "reinvent the wheel" in order to produce the type of game he wants, the d20 system can be an excellent baseline, provided one understands how it functions and how it was designed.

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On 12/18/2002 at 12:03pm, Cassidy wrote:
RE: d20 As Design

xiombarg wrote: And the non-combat detail in the skill listings that you (IHMO) dismiss with a wave of your hand seem to support non-combat play.


With respect xiomberg I was not trying to be dismissive.

cassidy wrote: d20 D&D does have is a more detailed description of Skills and their application that is far better than in prior D&D incarnations.


cassidy wrote: I'm not denying that d20 D&D can be run to encompass a variety of other role-playing themes beyond dungeon crawling and monster bashing, such as espionage, intrigue, diplomacy, etc.


If you consider comments like that to be dismissive then fair enough, everyone is entitled to their opinion. My comments were never intended to be dismissive.

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On 12/18/2002 at 8:27pm, xiombarg wrote:
RE: d20 As Design

I think Ozy said it better than I could so I'll just clean up a couple of things here from Cassidy and Jack...

Cassidy wrote: With respect xiomberg I was not trying to be dismissive.
I apologize if I misunderstood you, but that wasn't my only point.

I think I made a good case for why my concept of D&D3E's capabilities wasn't just from the way I was running the game, but that it was part of the system design. Okay, you weren't being dismissive. Again, I apologize if I misunderstood. But what about the rest of my point? Did I miss something vital in your original post?

Jack Spencer Jr wrote: I don't think I was very clear in my post but what I mean is I really don't think that the skiil or feat system is very well designed, balanced or thought-out in d20 *except for* anything that is combat related. It feels tacked-on to me. I could be wrong.
Well, I can only speak to my own experience in play, and that hasn't been the case. This is especially true in the case of the skill system.

Now, the skill system aside, it's certainly true that there are more combat-oriented Feats than anything else, but I think this was because of two factors: 1) It's easy to come up with combat Feats. 2) The Fighter, as a class, was designed to be the class whose main benefit was access to more Feats than anyone else. So, they had to come up with a lot of combat Feats to make that work.

I mean, the magickal Feats alone I thought were very well thought out, and didn't neccessarily relate to combat. Sure, you can use Empower Spell on a combat spell, but you can use it on an illusion spell -- in fact, the benefits may be larger there, depending on the situation. Yes, you can make a wand that casts the Fireball spell, or you can also make a wand that casts the Charm Person spell (and for less XP, even).

And, as I said, I don't think the non-combat, non-magic feats, like Leadership, were an afterthought, and they seem to work well in play. Plus, later supplements have rectified the unbalance, such as Song and Silence or any number of third-party d20 supplements.

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On 12/18/2002 at 10:59pm, Cassidy wrote:
RE: d20 As Design

xiombarg wrote: I think I made a good case for why my concept of D&D3E's capabilities wasn't just from the way I was running the game, but that it was part of the system design. Okay, you weren't being dismissive. Again, I apologize if I misunderstood. But what about the rest of my point? Did I miss something vital in your original post?


Apology accepted. I didn't respond to your other points because I thought that it would have only created further misunderstanding. That would have acheived nothing.

In your initial post you discussed d20 and drew particular attention to design features which were part of D&D 3E.

I cannot comment on aspects of the d20 system beyond what I have read in the Players Guide (mine), the DMG (borrowed) and my own experiences from D&D 3E d20 games that I have participated in as a player.

You drew attention to the skill system in D&D 3E and that it can facilitate modes of play beyond the normal hack and slash dungeon bash.

I agreed that it can. I also agreed that the design of the skill system was far better than in previous versions of D&D.

My point was that the text in the rulebooks does not in my opinion draw enough attention to modes of play that would accomodate skill use in the way you describe.

The rulebooks, as read, promote a style of play that is predominantly combat and magic oriented, essentially D&D as we know it.

The d20 D&D 3E rules introduce a usable skill mechanic which is better than what we had before but then the rules appear to promote a style of play where use of skills is minimal or largely irrelavent.

That is the point I was trying to make.

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On 12/19/2002 at 2:28pm, xiombarg wrote:
RE: d20 As Design

Cassidy wrote: My point was that the text in the rulebooks does not in my opinion draw enough attention to modes of play that would accomodate skill use in the way you describe.

The rulebooks, as read, promote a style of play that is predominantly combat and magic oriented, essentially D&D as we know it.

The d20 D&D 3E rules introduce a usable skill mechanic which is better than what we had before but then the rules appear to promote a style of play where use of skills is minimal or largely irrelavent.
Well, I guess we are going to have to agree to disagree, as I've already made my argument as to why, at least in my opinion, this isn't the case. Yes, the style of play you mention is a big focus, and it's certainly the marketing focus, but it isn't the only focus, and I don't see why the game has to bend over backward and go "Look! Skills can be used to do non-combat stuff!" (which I should think isn't pointed out because it's obvious) for the mechanic to support that style of play, or for us to consider the utility of that mechanic outside the standard D&D context, which was the original point of this thread when I set it up.

That is, I don't see the text taking extra time pointing out what a mechanic can and can't do as part of design. It's more "color" to me. It's still a good design, and the fact this mechanic DOES support the kind of play I talk about and it's in D&D means more people are familiar with it, even if it's not being used to its full potential because the core rulebook isn't shouting "LOOK, NON-COMBAT SKILLS CAN BE USED OUTSIDE OF COMBAT". Not to mention all sorts of third-party D20 products, like Mutants and Masterminds and the upcoming Dynasties and Demagogues, highlight stuff other than (or in addition to) combat and magic.

I apologize if I seem sarcastic (I'm kinda ribbing you a little, I mean it good-naturedly), but if your only point is that the D&D corebooks treat D&D like D&D, I'm not sure how that relates to how good a design d20 is, or whether those elements of the design that are present but perhaps not shouted about are good and/or useful to other game designers, which is what this thread is about (see my first post). I apologize if topic drift made that unclear; I'm as guilty as anyone else.

Now, if you want to start another thread about whether the marketing thrust of d20 is a good idea considering the system can support so much more, or whether third-party d20 products are living up to the potential of the design or just perpetuating more dungeon-bashing, rock on. Sounds interesting.

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On 12/19/2002 at 4:01pm, Cassidy wrote:
RE: d20 As Design

That's why I started the What makes a d20 game a d20 game? thread.

I started that thread to try and nail down what the common elements of d20 actually are.

Funnily enough you appear to be the first respondant. :)

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