Archangel wrote:SkeleTony wrote:A system where Charisma is the primary determinant of melee damage and the ability to "lift gates/bend bars" is "different and unique". And such systems may indeed be the best thing for a specific someone to create their own "unique" campaign world. I am not objecting to that. But D&D was supposed to be a GENERIC fantasy RPG from at least as early as AD&D. One that could entail a wide range of fantasy settings. From Lankmahr to dark Sun to Elric(if you believe the early (A)D&D sources) to Conan!
1st of all, there is no more lift gates/bend bars in D&D, that was abandoned ages ago

I know that. How is this relevant to the point I made? You seem to be dodging here...
And D&D is pretty generic, or there would not be D20 Modern, D20 Future and all the other systems that came out of D&D. Also the additional books for 3rd edition offered Spell Points spellcasting as well as XPH (Expanded Psionics Handbook) that gave a spellpoint spellcaster.
I do not see your complaint. It is more generic then Storyteller for instance, but not GURPS. GURPS has its own problems which make D&D still the worlds no1 roleplaying game.
Again, it is NOT generic in any sense. Can someone put in the work to change the whole magic system so they are better able to run a campaign in any of the established fantasy settings(or their own)? Sure. Has this been done to limited extent in the
Unearthed Arcana(3rd ed. D&D)? Sure...as an alternate sort of afterthought. But again my contention is with the system proper...not with whatever house ruled creative add-ons anyone may have come up with.
I do not care for "Storyteller" and agree that GURPS has problems of it's own(but that system's problems have NOTHING to do with this subject and so are irrelevant).
Going by your(and my own) own reasoning here it seems that D&D should go with the spell-point based system the designers seem to want and include the Vancian "Fire & Forget" system as an alternate in some supplemental sourcebook. I would have no problem with that. Correct?
SkeleTony wrote:I think you are one of those who was first introduced to RPGing through D&D and you seemingly do not understand the point I am making.
Yes I was, through AD&D. But I tried many different systems since (some that were never published) and I still find D&D spellcasting one of the more fun and unique. As I said Star Wars Saga Edition has a great spellcasting system which i similar to D&D but with more freedom and less constraints. Arcana Evolved is another fun D&D-like spellcasting system. Check them both out.[/quote]
So you are familiar with (A)D&D's system and another D20 Star Wars game's very similar system and another D&D-like system(Arcana Evolved) but you are not familiar with the progressive classics like RuneQuest, Tunnels & Trolls(second RPG ever created. Very simple and 'lite' as opposed to RQ's logical mechanics), and so forth? This seems to confirm my suspicion rather than contradict it.
SkeleTony wrote:Go back and read some Heroic Fantasy fiction(not the freaking AD&D based books...Forgotten Realms and Dragonlance and crap. That does not count for obvious reasons). Notice anything? Those are basically spell-point systems. Every single one of them almost. The Vancian "fire & forget" system not only does not reflect the genre that D&D attempts to reflect but it is also just plain nonsensical(I noticed no one addressed THAT point I made...). A spell point system does everything that the fire and forget syste4m does PLUS a lot more and a lot better! It just makes no sense for casters to be forgetting specific spells they memorize or having to have a specific quantity of 'memorizations'.
So what if those books are not vancian? I do not play PnP to recreate books, I like to tell my own story. And I find D&D spellcasting nicer for that then others.
And I really have no idea why are you using words like "sense" for fantasy?
First of all, "Fantasy" does not mean "nonsense". Just because fantasy employs the 'What if?' situational storytelling for it's setting and subject matter does not mean that one should abandon all sensibility in regards to things like quantification because "magic doesn't really exist". For example a character in a fantasy novel will not add two daggers to another two daggers and conclude that he has 894 daggers and will never be able to carry them all. 2 + 2 should still equal '4', even in fantasy.
Secondly, the rest of what you wrote is barely relevant at all. No one is arguing that YOU should not be able to use a wonky magic system for your own personal RPGing. My contention here is with people who routinely try to copy and re-use this same wonky system that is not characteristic of the genre as if it IS characteristic of the genre, simply because they do not know any better. Almost everyone I have encountered who defends this Vancian system was introduced to fantasy through D&D before they had a chance to discover Moorcock or Lieber or Tolkien on their own and that is why they do not see or refuse to acknowledge the problems with the fire & forget system.
But in any case you seem to concur here that the system does not make sense as far as the genre of heroic fantasy goes so I will leave that alone now..
To us in the real world all magic systems make no sense, and are impossible as magic has not been proven to exist in the real world, and we certainly do not know how it would work.
Magic's nonexistence is irrelevant here though. No one is arguing that D&D should be more like the real world in it's subject matter. In fact I am arguing the exact OPPOSITE! I am saying D&D should be more like FANTASY fiction!
So, just chill and play the fantasy game that suits you instead of attacking the ones that do not. Thankfully there are many different systems out there for all kinds of players and their preferences.
If only that were true...

The problem here is the great contradiction between D&D's vast influence on fantasy games and how magic is depicted in teh genre itself.
I will try another analogy here to illustrate my point:
We are all familiar with psionics from the sci-fi genre. Pretty much universally, though such abilities do not exist in real life, we accept them as a premise in science fiction and they are almost universally defined as extraordinary powers of physicality, divination and manipulation using only the mind.
Now say some sci-fi RPG were to come out in 1972 and, instead of D&D it was a sci-fi game(like Traveller). In that game, being the first RPG ever attempted, the author is a bit perplexed on how to present psionics but he remembers a comic book he once read and enjoyed where psionics were performed by walking like a duck and 'quacking' at different volumes to achieve different feats(telekinesis, telepathy etc.).
So he presents THAT as the psionics system in his sci-fi RPG. Now soon after another couple of guys create a new sci-fi game and they immediately put forth a psionics system that is like that of sci-fi books and movies and does not involve walking like a duck and quacking.
But they are too late. the first RPG, being the first one out of the gate, benefits by the 'McDonald's Factor'(i.e. McDonalds may or may not have the best food of all fast food restaurants but since they were the first, they are ingrained in the public consciousness) and thousands of kids who were introduced to sci-fi through that game think it is perfectly sensible that 95% of all RPGs(computer and otherwise) employ the 'duck-quacking psionics'.
In 2009 a guy named Blue Salamander releases a new sci-fi CRPG wherein psionic agents all walk in circles and quack like ducks to achieve psionic feats.
Do you see the problem I have now?
What you are doing is the same like saying all movies should be action flicks and everyone should like them and watch them. Thanks but no thanks.
False analogy. I am doing NOTHING like that. The correct analogy would be that I am like a guy who is VERY familiar with action flicks and their conventions who is protesting a RPG where in order to punch someone or shoot a gun, a hero must first memorize a specific number of 'punches' and 'shots' and after he performs them in any fight, he cannot act until the next day.