> > >         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

Actually, you are wrong.  3rd Edition Advancement does not include bonuses
to any Combat skill per level as you describe.  What it does give, however,
is a bonus to attack.  This, however, is completely different from the
skills to know weapons.  Attacking itself is not a specific skill in D&D.
Everyone can attack.  However, certain classes can attack better than
others.  Being able to attack well and using weapons are completey different
facets.  Take the monk for example.

I also find it hard to comprehend how 3rd Edition advancement is harder when
everything is spelled out in charts for you.  You simply look at the chart,
and make the adjustments as you see fit.  I have never played, RQ, however,
I am sure RuneQuest has similar charts for its advancement.

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