Eleas wrote:You miss my point entirely. In d20, high hit points doesn't tell you more than "the critter has this chance of avoiding being killed by attacks". In WEG, high Strength tells you that your body can soak up a lot of trauma, and dodge tells you how good you are at avoiding being hit entirely. In d20, taking damage can merely mean you avoided an attack. Not taking damage can mean your armor deflected a blow, or that the hit missed, or that you shrugged and the beam hit a tree. There's just no way to tell, unlike in other, better systems.
But if you don't care about such things, then it works fine.
In d20 SW, it's not even meaningful to say you want to dodge. Sure, you can hide behind an object, but dodging attacks makes no difference whatsoever. And why should it? Dodging is represented by vitality! This means, of course, that there's no way to choose between fighting offensively or defensively. Shame, no?
I thought I already agreed that d20 doesn't work for anything other than the D&D setting.
Aha. So the only number you guys keep track of is hit points? I somehow doubt that. Here's a hint, Graeme - by reducing meaningless complexity and keeping meaningful complexity, the game will be faster. The hitpoints were merely an example of a single detail that could be made better.
Hitpoints are the only number a character has that changes with any regularity.
There are, once again, far more elegant and simple systems out there. Look at NeoTech / Eon if you want a good combat system that combines trauma, shock and exhaustion.
I _don't_ want trauma, shock and exhaustion. I want heroes, not normal people with better skills.
Look to FUDGE if you want a system for attrition that actually works well.
Do either of the above systems result in a single hit to a high-powered character likely leaving them with reduced abilities, and thus even more likely to be hit and die?
The discussion was not about D&D 3rd ed. I simply stated that I felt the d20 system, as seen in its SW incarnation, sucked mechanics-wise. It was Skelron who used "d20" and "D+D" interchangably, and I made the mistake of echoing that.
Ahh, but the discussion _was_ about D&D 3rd ed., as that's what I was talking about when you replied to me in my first message.
Anyway, explain how they used classes in this marvelous never-before-seen fashion, and the benefits thereof?
Classes define what your character has learned, and what they are concentrating on and are therefore better at learning. There are very few outright restrictions on classes. Wizards and clerics for example, can use any weapon they feel like, they just won't be as good with them as with weapons they have practiced with by virtue of being a wizard or cleric.
"Barely manages fast" doesn't translate to "is slow", Graeme. I freely grant you that the game is very fast in battle and when resolving tasks. My issues are with the speed of character creation.
Character creation is something that is only likely do be done very rarely, unless you make killing players a high priority.
I'm sorry, Graeme, but you're being infantile. MERP is also high fantasy, and so is Rolemaster. It then follows that if you don't like either, you dislike high fantasy... right?
Do either of those systems make it possible for characters to become equals to the legendary people in the Silmarillion? Can they expect to survive for a time against things like the great wolves or Morgoth?
Wrong, of course. I dislike d20 because the system blows on the beaufort scale, not because I don't like high fantasy. When I want high fantasy, I'll simply use Västmark, which is slicker by far. I gave other methods than the stupid inflated hit points idea with which one could simulate tough creatures, and you therefore conclude I dislike high fantasy, and that is just stupid.
I don't just want tough creatures, I want tough _characters_.
Why, they are easily able to, if they're good enough at avoidance and sword and shield. FUDGE is very customizable and the GM can decide whether he wants people to be high-powered or not. It's a pretty common feature in games these days. I'm surprised you haven't encountered it before.
And I suspect that if the Dragon got in a single hit the character would either be dead or on their way there. Is that correct or not?
Wrong. That was the example of a pair of SWRPG newbies I led vs a more experienced group of players of which I am a part. In this example I gave the group an objective, to create a Jedi Master. I gave them a finished starting character. I gave them extra experience / skill. That's it. The two groups both started from scratch. And the advantage was actually held by the d20 group, as they had prior role playing experience.
Do I even have to tell you which group finally gave up?
No.
Newsflash, but the fact that a highly experienced d20 fan has constructed a method to speed up a system says bad things about that system.
What system? Just read the rules and tables once or twice and apply them from memory.
Graeme, I could also do this, with prestige classes and everything. But why the hell would I want to be forced to do that when a skill-driven system would solve everything without a fancy homebrew "character plan"?
I can't believe that you don't plan out characters beforehand in a skill-based system.