[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
-------------
For more information, please link to www.opengamingfoundation.org