Dungeons & Dragons 3.5 Reviewed
WorselWorsel writes "The new edition of the seminal Dungeons & Dragons paper-RPG comes out this Friday and d20zines.com has this review. This is the first new edition of D&D since Hasbro acquired Wizards of the Coast. The last edition came out almost two years ago, and this time around the prices of three core books are up by $10 each. Since these are partially incompatible with older 3rd edition books, WotC is printing/making downloadable a short booklet explaining some changes." In addition to being a product review, it's a good overview of what's changed since 3rd edition, and really helps one decide if the changes are important enough to rebuy the core rulebooks.
You're still getting more entertainment time for the buck playing paper D&D in a regular group than virtually anything else out there.
The problem with D&D's d20-based system is that it's random. I mean random in a bad way. The odds of rolling a 1 are the same as rolling a 10 are the same as rolling a 20.
GURPS's 3d6-based system produces results in the range of 3-18... but it does it along a normal distribution. (Think "bell curve.")
So to roll hit effectiveness in GURPS, for example, you roll 3d6 and compare to a chart. If you get somewhere in the middle (say, 9-12), you score normal damage. If you get slightly outside the middle (6-8, 13-15) you score slightly lower or slightly higher than normal damage. If you get outside that (4-5, 16-17) you score significantly lower or higher damage. If you get an 18, you lopped off the bad guy's head or sense cluster or whatever and killed him instantly. If you get a 3, you lost your balance, fell down, and broke your wrist.
You can't do that kind of thing in a d20-based system. The math doesn't allow for it.
Plus, to play GURPS all you need is six-sided dice. You don't have to special order your dice, or be seen going into one of those freak shops. And if anybody sees you with your dice, you can just claim that you like to gamble in alleyways. No one is the wiser.