[net.games.frp] Non-AD&D FRP

tim (10/21/82)

Someone has asked what other FRP games have over AD&D.

(1) Realistic combat. The idea of "armor class" comes from Chainmail,
    the medieval miniatures rules that fathered AD&D. In this, the
    lower a unit's AC, the better its chance of surviving any hit.
    D&D simply added hit points as a measure of how much damage you
    can take, substituting this for instant removal. However, armor
    in real life subtracts from the damage inflicted by a hit; it
    doesn't make you harder to hit. There is also the one-minute
    melee round. This is a total absurdity; hand-to-hand combat is
    *very* fast. It also leaves you with a very unclear picture of
    character movements and positions during the round. The completely
    open-ended hit points system cannot be rationalized, despite
    Gygax's best efforts. If a large part of hit points is parrying
    and getting out of the way, how come it takes weeks to come back
    naturally? A more realistic combat system improves identification
    with the character by allowing clearer visualization of the
    world, and speeds up play by preventing the arguments that can
    result from the ambiguities of an unrealistic system: it is
    easy to extrapolate and resolve questions in a realistic system.

(2) Greater personalization. In AD&D, you are primarily determined
    by your class, level, extraordinary attributes, and magical items.
    In many other systems, the ideas of class and level are thrown out
    entirely, in favor of a more realistic system in which your col-
    lection of skills is uniquely yours, and you can learn any skill
    you can convince a trainer to teach you. Experience improves you
    only in the skills you use, unlike AD&D, in which a thief who
    never has climbed a wall gets better at it by stabbing people in
    the back.

(3) Intuitive magic. The learning-and-forgetting spell system of AD&D
    runs counter to human intuition concerning magic, which involves
    spell learning as fairly permanent, and the powering of spells as
    the draining factor. This is admittedly arguable, but I think if
    you're honest you'll agree. (The RuneQuest system has both the
    kind of spell I've described and infrequently-usable spells,
    available only to Rune Priests, done with the aid of a deity.
    These latter aren't forgotten, it's just that your god won't
    help you out with tem again until you spend some time in
    worship.)

(4) De-emphasis of magic items. Magic items in AD&D can tend to over-
    shadow a character. Despite warnings about not using magic items
    frequently, the huge number of such in the DMG creates an almost
    irresistable temptation for most DM's. Once this cycle is entered,
    it is virtually impossible to escape.

(5) Cost. Most systems cost less than the three basic AD&D books,
    not to mention DDG, FF, and the forthcoming companion volume.
    Playing aids tend to provide more for the money than the
    various AD&D modules, record sheets, etc. (In fact, the only
    AD&D aid I know of worth the bucks is the DM's Screen.)

I hope this has helped to shed light on the matter. The list
is not meant to be all-inclusive.

					Tim Maroney (unc!tim)