d20 gave us a unified system mechanic. Sure, other games had unified mechanics. Good for them. D&D and AD&D never had, and that simple premise shook the foundations of our game. Roll a d20 for everything task-related. Always, always, roll high. Simple, to the point, and flavorless.
D&D gets picked on for its wealth of subsystems. Virtually every major game activity has its own system, none of them really function with similarity. Roll high on a d20 for attacks and saving throws. Roll d20 low for non-weapon proficiencies (when used). Roll d6 for opening doors. Percentile for thief skills. And so on . . .
The problem with this should be obvious. Remembering which die type to roll for which situation. Remembering if it is roll-high or roll-low. Since each roll and situation is unique, so are each of the modifiers. No light is -4 on to-hit rolls, for example. What about no light when a thief is searching for traps? Would it be -20%, since 4 points on a d20 roll equals 20%? What about initiative in the dark? Would it be modified at all? It's a d6 roll, so it can't have the same -4, and it doesn't translate as well as it would to a d100.
The thing about these "problems" is the same as it is with other problems: they are part of the charm. They are part of what makes it a D&D experience. I adore the subsystems. For me, unified mechanics make a lot of sense, but they don't really speak to me. As a referee, I like for the game to have a certain air of mystery about it. When it seems mysterious to the players, then I seem sort of, I don't know, almost like some sort of intermediary. I understand how things work, and without me acting as a sort of translator, their characters are lost. Kind of weird, I know, but it gets me in a good place to referee from.
The problem with this should be obvious. Remembering which die type to roll for which situation. Remembering if it is roll-high or roll-low. Since each roll and situation is unique, so are each of the modifiers. No light is -4 on to-hit rolls, for example. What about no light when a thief is searching for traps? Would it be -20%, since 4 points on a d20 roll equals 20%? What about initiative in the dark? Would it be modified at all? It's a d6 roll, so it can't have the same -4, and it doesn't translate as well as it would to a d100.
The thing about these "problems" is the same as it is with other problems: they are part of the charm. They are part of what makes it a D&D experience. I adore the subsystems. For me, unified mechanics make a lot of sense, but they don't really speak to me. As a referee, I like for the game to have a certain air of mystery about it. When it seems mysterious to the players, then I seem sort of, I don't know, almost like some sort of intermediary. I understand how things work, and without me acting as a sort of translator, their characters are lost. Kind of weird, I know, but it gets me in a good place to referee from.
If you've never given this game a serious look, you really should. There is a free "quickstart" download at Trollhalla, so no excuses.
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