[Note: This isn't really an open-gaming discussion.  Sorry about the
off-topic-ness.]


On Mon, 18 Dec 2000, lizard wrote:
> 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.

        In general I agree -- unless you have Power Attack or a similar
feat which can change from round to round, which are admittedly rare.
On the other hand, I don't see this as being a big D&D3 vs RQ
difference.

        Perhaps we have different meanings of complexity.  For example,
D&D3 is slightly faster/easier in resolution.  d20 is easier to read
and add modifiers to than d100, and determining special/critical in RQ
definitely slows things down.  Both roll methods are easy to learn,
however.

-*-*-*-*-*-*-
> >
> >         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.
>
> 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.

        I think you are mixing up different issues here (as perhaps
we had earlier with "complex-to-resolve" vs "complex-to-learn").
The most common complaint I hear is that attack bonus and hit points
are fixed linked to level - so you have a different rule for attack
as for other skills.  In RQ, a weapon skill is just like any other
skill and advances the same way.  I would say this is objectively
simpler than having different mechanics for weapon skills and other
skills.

- John



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