Welcome to the first episode of the new year and the third calendar year of the podcast. We start things right with an actual episode this year (instead of the bonus boardgame review like last January) with a full house discussion of WDR’s old school style Pathfinder campaign. Kat, Freebird and Slacker join WDR, Hooligan and myself in discussing house rules, adventures, and fun gamer stories from the campaign. We also pimp the Tome of Horrors Complete from Frog God Games. This Episode clocks in at one hour and nineteen minutes.
With That Damn Punk’s Shadowrun game nearing its climax, most of you know that I’ll be running another SpellJammer game to give him a break until his Deathwatch game.
If you have any complaints, criticisms, concerns, questions, or clarification requests please let me know. For the folks who won’t be playing but are seeing these rules, please tell me what you think.
Here’s the link to the (work in progress) house rules for the open Eberron game I intend to run at Pulp Fiction. If you take a look late at night you might catch me working on these.
Take a look and let me know what you think (any changes you would make, thoughts, ect.)
I’ve been playing RPGs for about eight years now. I first got into RPGs through the third edition of Dungeons and Dragons and managed to get in just late enough to that game that the first set of rule books I owned were the 3.5 core set. After that I purchased things like d20 modern, Mutants and Masterminds, and almost every supplement for d20 that I could get my hands on. So it’s pretty safe to say that I was a pretty big fan of the system back in the day.
As far back as the first game of D&D that I played I’ve noticed a few things that were a little weird, but back then I just assumed that the system had a way of dealing with them that I hadn’t noticed yet. All through the time period that I played in or ran games little issues popped up and I would just address the specific symptoms without trying to fix the underlying cause. I realized a little after the release of D&D 4e that the underlying cause is that the system was inherently borked.
The d20 system has a few major flaws (like melee centric characters essentially being reduced to meat shields and spell book caddies at higher levels to name just one) and tons upon tons of minor flaws (the built in assumption of magical equipment being a requirement at any level higher that 3) that can reduce a game to a heap of broken and counter-broken home rule patches if you attempt to fix them one issue at a time. The only solution in my mind is to rebuild the systems from the ground up.
I’ve always said that given six months in seclusion in Tibet with the Zen masters I could fix all that ails d20. I don’t actually think it’s that broken, but I do think that tearing it down and rebuilding it would be the best thing for it. For the past couple of days I’ve complied a list of notes that I think could be used to drastically improve the game. Basically it’s a collection of great suggestions, my own house rules, and some possible responses to the largest complaints of the system.
Today’s question: Is there any issue in d20 that you think should be addressed? Please note: “fighters suck” is already being worked on.
Tomorrow I’m going to put up the first part of my notes having to do with magic and how it needs to be overhauled completely.