• Welcome to The Campaign Builder's Guild.
 

New Mechanics...Why?

Started by Soup Nazi, March 22, 2006, 03:12:19 PM

Previous topic - Next topic

Soup Nazi

I've noticed that many world-builders seem to really deviate from the core rules of D&D. New races, classes, changing even the basics, like the magic systems, and ability scores, all seem like common occurances. Why is this exactly?

I've got 18 years of playing table-top RPGs under my belt and yet I still feel perfectly able to create interesting unique settings within the framework of the normal rules of the game. Sure a minor tweak here and there, doesn't really cause too much hullabaloo, but why the wild deviation?

Personally I think that if someone wanted to change the rules in such a dramatic way, they might as well create their own gaming system altogether, completely seperate from D&D. Often times these new mechanics really aren't any better, nor do they offer more substance to the game. So what about new homebrewed mechanics is so appealing to so many people?

This is in no way a personal judgement. I am impressed with the bravery of those who undertake such measures, but I am at a loss as to why it would be seen as a neccessity. Help me to understand. Do these new rules make games better in some way that I have missed?

-Nasty-
The spoon is mightier than the sword


Xeviat

The number one reason is probably that the vancian spell casting style, the existence of certain Iconic classes as written (usually Paladin, Ranger, or Monk are the offenders), and the existence of certain races.

Remember, some world builders are novel writers as well. I started to write my setting long before I played D&D. While my setting is something very different now, utilizing D&D for it was a crutch for several years. Now that I have the mental acumen to redesign aspects of the system to better suit my setting, I can.

I still run premade adventures in neutral settings. But for my own world, when it is completed, I need things to be changed. Hopefully my changes are for the better, and I'm constantly able to run things past my players and see what they think. So far every change I've suggested has been well received.

But then again, those are my reasons.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Soup Nazi

...and good reasons they are. It seems in your case Xeviat, that D&D is actually holding you back from playing the game that actually fits the world you had in mind from the beginning. Perhaps in time you'll find another system altogether that will be better equipped to the style of game you wish to play. Or maybe you'll really just create your own game.

I've played D&D since I was ten years old, and while I was a creative lad, the idea of writing a novel was a bit scary at that age. So unlike youself, I learned how to play D&D long before I ever began writing settings for it. This may be the most important distinction between us, when it comes to the game. I write setting for D&D, while you just write settings. Does that seem accurate?

-Nasty-
The spoon is mightier than the sword


CYMRO

Quote from: nastynateI've noticed that many world-builders seem to really deviate from the core rules of D&D. New races, classes, changing even the basics, like the magic systems, and ability scores, all seem like common occurances. Why is this exactly?

I've got 18 years of playing table-top RPGs under my belt and yet I still feel perfectly able to create interesting unique settings within the framework of the normal rules of the game. Sure a minor tweak here and there, doesn't really cause too much hullabaloo, but why the wild deviation?



This is in no way a personal judgement. I am impressed with the bravery of those who undertake such measures, but I am at a loss as to why it would be seen as a neccessity. Help me to understand. Do these new rules make games better in some way that I have missed?

-Nasty-

RAW sucks.  And its suckitude is different for each gaming group.  As much as I love D&D, I have never played by RAW.  In 1st edition, we ignored racial class limitations because it was asinine, now in 3.5 they are gone.  Vancian magic is moronic, so we change it to suit our style of game play.  
We homebrew to make the game better for ourselves.  If RAW were perfect, it would not be in its seventh or eighth incarnation(when you include Chainmail, OD&D, Expert, and Basic).
D&D ain't chess, it is meant to be a dynamic and social experience.  


QuotePersonally I think that if someone wanted to change the rules in such a dramatic way, they might as well create their own gaming system altogether, completely seperate from D&D. Often times these new mechanics really aren't any better, nor do they offer more substance to the game. So what about new homebrewed mechanics is so appealing to so many people?

Depends on the mechanic.  My own resource mechanic, combining spell points, action points, and power points, is The Wave Of The Future! Why, because it does add ease and simplicity to the game, just as dumping THACO did for combat.


Soup Nazi

So would you say Cymro, that you are almost at the point when you would just scrap the rules and start fresh?

You've already got your own publication coming up right?

Would your next step be a whole new game system of your own design?

(dang I'm nosy huh?)
The spoon is mightier than the sword


Raelifin

I don't claim that Phaedoras is D&D. I claim that it is d20. I think the rules for combat, character progression and skills are quite good and I think building an entirely new system would probably be unnecessary.

Túrin

A whole new gaming system is almost always going to be much more work. In addition, you run the risk of throwing out the good things that are surely present in the d20 system when you rebuild it from the ground up. Houserules are a way for everyone to improve their play experience, and since the people here are mostly experienced DMs, each with his own ideas about the perfect campaign setting that usually deviate a lot from the WotC standard, you will see some of the most radical mechanical changes on these forums to accompany those ideas.

As for races and classes, these are actually designed to allow easy tweaking and adding new ones, and many do so for various reasons.

This is all coming from someone who refrains from changing the mechanics of the game most of the time, so I'm just guessing I suppose.

;) Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Soup Nazi

I know what you're saying Turin. You like the core, much as I do, and wish to help others explain why they choose to change things. People are free (heck expected) to do as they wish, in whatever manner makes their game most entertaining for their players, but are their house rules important to the rest of the people who aren't playing at their tables?

I just am not a big fan of too many house rules, when the closer to D&D things stick, the easier it is to get others involved. Too many house rules and you're going to lose me. Not because I don't understand, but because I don't want to learn a new d20 game each time I glance at a new homebrew thread.

I know that I've personally steered clear of settings that deviate from the core, because I want to discuss D&D, not a d20 suppliment based loosely upon D&D. Many of the settings I've skipped over are probably fantastic too, but if I was interested in playing a game system other than D&D, I wouldn't be building worlds for it. I'd be building for GURPS, or the Storyteller System, or one of the numerous others I've played over the years.

All I'm saying is people are often too quick to jump the gun, and start writing new crunch, when the rules as is are very well suited to do exactly what we already want. Changing them at your own table is one thing, but changing them on a forum where others are trying to read and evaluate them is another.

Stuff like Red Valor is different, but so close to the core that I have no trouble picking things out and evaluating them individually. The same for Orden's Mysteries and others. But when I see in the first post a list of races I've never heard of, with a three line description and some racial ability adjustments, I read no further. It's no longer D&D to me at that point.

Does that make me bull-headed and stubborn? I hope not.
The spoon is mightier than the sword


Xathan

Bull-headed and stubborn? I don't think so. It does make you picky, but picky isn't nessicarily a bad thing - you know what you like, and you stick to what you like. I don't think there is fault in that. Granted, I tend to disagree with you, though I go less extreme than some do. I don't dislike Core. The problem is, I am trying to make worlds that would work for games AND for novels, and to do that I need a level of uniquness, because I don't want to write what's allready been written.

However, you have given me pause to think - perhaps the reason I have so much trouble with my settings is that I use too much non DnD stuff. I get so bogged down creating new races and cultures, it sometimes seems overwhelming. Something worth thinking about. Maybe I need to focus more on what is existing already. Something I'm going to ponder for a bit, actually.

A question for you, nate - if someone had a setting that had the list of races as humans, elves, dwarves, gnomes, skarn, munarii (made up), grulthan (made up), and balzakar (made up), would you consider that setting DnD, or just d20? EDIT: Better way to phrase that question: if you saw something with that list of races, would you read it?
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Túrin

I agree that some people jump to changing crunch too easily sometimes.

However, I do think it is sometimes necessary to have houserules apply to your campaign setting (and thus its thread here) rather than just to your own game, because the houserules are an integral part of how the setting works.
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Soup Nazi

QuoteA question for you, nate - if someone had a setting that had the list of races as humans, elves, dwarves, gnomes, skarn, munarii (made up), grulthan (made up), and balzakar (made up), would you consider that setting DnD, or just d20? EDIT: Better way to phrase that question: if you saw something with that list of races, would you read it?
If I got to read an interesting story about the world itself, and the people, places, mythology, and nations...and then got ststs for these races then yes, I would read it. New crunch in a campaign setting should only be an enabler, or an afterthought to make the story work. The setting is important to me, not the mechanics of it.

When see stats first, or too early, I thin...amatuer game designer, not interesting new world. We're all amateur game designers in a way, but our strength are in making fantasy worlds, not designing house rules. I leave the rules to the pros (the real paid gamedesigners and play-testers of WotC).

Not one piece of fluff, no matter how terrible, has ever broken the game...I do not fear fluff. I will read any fluff, and either like it or not like it, based entirely upon the literary quality of the work, and its application in game play.

Crunch however is easily broken, by simple unforseen combinations; therfore I say leave the crunch to guys paid to do the boring leg-work. We can write backgrounds, stories, and scenery; there's no harm done in that. Bad crunch ruins games...and we're amateurs.

QuoteHowever, I do think it is sometimes necessary to have houserules apply to your campaign setting (and thus its thread here) rather than just to your own game, because the houserules are an integral part of how the setting works.
This is never a problem in my eyes. If you house rule that humans are the natural crossbreed of orcs and elves...wonderful. If all people in your setting have wild talent at level one for free...that's cool too. These are setting enablers, not sweeping changes. But they belong in small sidebars, or spoilers, or maybe quote boxes...not in the main text portrayed as though the new mechanics are the heart and soul of what makes the wolrd different. There in lies my issue.

-Nasty-
The spoon is mightier than the sword


Xeviat

I see what you're getting at Nate; I've often presented my setting with crunch first instead of fluff. Often we over haulers do this because the crunch is what we're most worried about; I already like my fluff, but I want my crunch to be fair and balanced.

Does that explain it a little more?
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Soup Nazi

yes very much. I still prefer the fluff...it's the whole reason I'm reading.

The spoon is mightier than the sword


Xeviat

Then I'll be sure to be as fluffy as possible.

I'm trying to devise a new short story, but I'm probably just going to start narrating the campaign I'm running now (not my Red Hand campaign, but my Sylphenhest campaign).
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Ishmayl-Retired

Just a very simple answer to your question, without reading the whole thread (I have a lot of music to write tonight):

Many of the core classes, races, and in particular, the magic system, do not do what I personally need them to do for the campaign I'm trying to build.  It's not 100% "I don't like elves," but rather, "Elves don't fit this campaign, and just changing them makes them non-elves anyway, so I may as well work out a new race."
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.