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D&D Is 30

mainframemouse writes "For those who have not seen the Beeb article, Dungeons and Dragons is 30 years old. After many years of role-playing is wonderful to see the mother of all RPG's given respect and mention in the national press. There's even a note about the false accusations of the 80's." And for the record - flanking & attacks of opportunity in 3/3.5 Edition still irritate me. Combine a familiar with Master Tactician and some rogue levels, and you're off to the races.

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  1. House rules? by Phs2501 · · Score: 5, Insightful
    And for the record - flanking & attacks of opportunity in 3/3.5 Edition still irritate me. Combine a familiar with Master Tactician and some rogue levels, and you're off to the races.

    If they irritate you, change the rules. One of the things a good GM needs to do is to keep the game from becoming too cheezy. If they players are abusing the rules, nerf them! The 3rd Edition Harm spell is a perfect example of something that desperately needs it.

    In my opinion, rules like flanking and attacks of opportunity add a whole lot more tactical depth to the combat without slowing it down much. It's certainly more fun than combat in old D&D.

  2. Re:Multiplayer Online by drinkypoo · · Score: 5, Insightful
    If you want games centered on storytelling, then play games which eschew all possible rules. You don't need a detailed character sheet to have a good time.

    My best roleplaying sessions, bar none, have been while playing the Amber Diceless RPG. No dice, four stats, just a few powers to deal with, and a point system so every character (which is based on the same number of points) is more or less equal. Even the powers are balanced; In order to be attuned to the logrus (and it to you) you have to be a shape shifter. Hence the Logrus powers which are arguably more powerful than those of the Pattern are balanced by there being a prerequisite. (And people with the pattern can generally see right through shapeshifters if they're paying attention, so good roleplaying can be rewarded by a good GM.)

    Ultimately, the game comes down to the storyteller, GM, DM, or whatever they're named in your game of choice. It can only be as good as they are creative. The next thing is the players; are they serious about the game? I don't mean you can't make jokes, but the idea is to roleplay right?

    Put another way, the "secret" is to form a group which shares your goals. You sound like you want to roleplay - you need a group of roleplayers. Most computer gamers don't want to roleplay, they want to kill shit. When I play a pen and paper RPG, then the world is open, it can be anything. When I play a computer RPG, this is not true, so I resign myself to killing stuff.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"