John Kim wrote:
> 

> 
>         In D&D3, a lot of the capabilities are feats or class-based
> special abilities which have their own rules.  The basic RQ mechanics
> are slightly more involved, but once you learn them the whole system
> follows.  D&D3 has a lot more special-case rules.
> 
I have to disagree. The difference is front-loading versus in-play.

That is, I might have a Masterwork Dagger, Weapon Focus, and improved
critical with dagger -- all of which modify my base attack and damage.
But the total bonuses remain the same, round after round. The only
number which changes is my opponent's AC.


> -*-*-*-*-*-*-
> >
> > Character creation and advancement can be as simple or complicated
> > as you want to make it (a character that remains single classed and
> > focussed on a few skills advances in a VERY simple fashion).
> 
>         Even at its simplest, advancement in D&D3 is still more
> complicated than it is in RQ.  Ability bonus every 4 levels, Feat
> every 3 levels, look up on the chart for your special abilities,
> spend N+Int bonus skill points -- but not above the maximum of
> 3+Level or (3+Level)/2 depending on whether it is a class skill or
> not.  Then add in synergy bonuses if you pass a threshold.  etc.
> 
As opposed to "What the hell do I need to roll under in order to mark
this skill as one which might advance?" in Runequest? 

The most common complaint about D&D, even in 3e, is that advancement is
TOO SIMPLISTIC -- go up a level, everything goes up. It's kind of hard
hearing it's more complex than the far more finely-grained RQ/BRP
system.
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