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What's wrong with D20?

I started played Dungeons and Dragons back in the 70s, when the manuals were
perforated for three-ring binders. Things have certainly changed since those
days!

A significant change is in me. I find that fighting monsters for monetary
gain doesn't provide the same level of incentive as it did when I was my son's
age. I spend the same amount of time creating characters as I did when I was


young, but the time is now spent fleshing out background and inventing
back story, rather than pouring through spell and equipment lists to maximize my
character's abilities. Not surprisingly, I find the D20 Star Wars and D&D
systems lacking.

Computers have made their mark on the roleplaying scene. They excel at these
charts, and for that reason, computerized RPGs are taking off in amazing ways.
And, having been a GM for 25 years, I can confidently say that they do a better
job of keeping track of rules than many a flesh-and-blood gamemaster can!

Thus, tabletop roleplaying games need to surrender this ground and focus on the
parts of the roleplaying experience that computers cannot deliver: the
sensation of being in a room with like-minded people and creating a fantastic
story out of thin air.

For this type of storytelling experience, there are many other systems like
Spirit of the Century or Dogs in the Vineyard that deliver consistent quality
than D20.

They do this in a few ways:

1) Characters start with a certain level of competency. Without levels, gone
are the days when a flesh wound will fell a 1st level wizard, a poor sap who
can barely contribute to the well-being of the party.

2) The mechanics of storytelling systems condense action into fewer and more
dramatic dice rolls. In D20, because of the combat rules, it's not uncommon to
have many rounds result in weapons banging on shields, waiting for the roll you
need to achieve the effect you want. In storytelling systems, these boring
moments are often narrated over.

3) Expanded rules for handling conflict besides combat. D20 does have
Diplomacy skills and some rudimentary rules for adjudicating arguments, but it
occupied a fraction of the space that's taken for combat resolution.

Consequently, the D20 games I've been involved with often devolve into tactical
battle simulations. By contrast, many storytelling games feature conflict
resolution systems that treat combat as just another form of conflict, so
puzzles, chases, and arguments often take center-stage.

4) Characters are better-rounded. This is a side-effect of the last point. In
D20, folks without combat prowess have short life expectancies. With combat
sharing equal time with non-combat interactions, characters who are weak in
combat become viable in storytelling games.

While D20 may be a good system to roleplay certain kinds of adventures, for the
character-driven dramas I prefer, I choose modern storytelling systems over D20.

Learn more about this author, Charles Durfee.
Contact this writer Click here to send this author comments or questions.


Below are the top articles rated and ranked by Helium members on:

What's wrong with D20?

  • 1 of 5

    by Charles Durfee

    I started played Dungeons and Dragons back in the 70s, when the manuals were
    perforated for three-ring binders. Things have

    read more

  • 2 of 5

    by Steven Laskoske

    The d20 concept isn't necessarily a bad one: take the structure of the oldest and best known role-playing game, Dungeons

    read more

  • 3 of 5

    by Waltraud Grady

    Well that is a good question. But is it really a question, not much wrong with the d20 system all it really did was changed

    read more

  • 4 of 5

    by Stephen Pate

    There are a few things that are wrong with D20 that could be addressed.

    One is the abundance of rules for mechanics. It can

    read more

  • 5 of 5

    by Paul Emerson

    WHAT'S WRONG WITH D20?
    Those of you who are experienced role-players will say, "Simple answer: nothing, but I still don't

    read more

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