Dek Shari wrote:I love the whole concept of Nithia, but I think this is one of the Gazetteers most riddled with fudgy rules and clearly confused mishmash of BECMI and AD&D. The Specialty Priests presented here are downright broken (overpowered). Tower of Sekhaba and Thanatos's Masterplan are OTOH great inspirations for adventures.
Bruce Heard wrote:The author had good ideas but a lot of problems executing them effectively.
I think there were a lot of issues like this in various D&D products.
This is where changes in D&D editions could actually have solved problems (with evolutionary changes) instead of shaking up the entire system (with revolutionary changes). It's a real shame that the "too many settings" mantra came along and cut off support for so many cool campaign settings. A new Kingdom of Nithia could have taken all the cool themes, but started again from scratch. And then BECMI fans could have looked to the new rules (and retro-converted them) to patch anything in the original rules that didn't work for them.
If people are saying these rules are problematic, has anyone gone further and posted their own "bug fixes" on Vaults of Pandius?
Pol Ginés wrote: I liked the heat penalties that made light armor and weapons logical and necessary... most of those weapons are really interesting for a Hollow World campaign.
But, yes, in combination with BECMI rules (such as Weapon Mastery) they were complicated to use.
Has anyone looked to see what rules Al-Qadim and Dark Sun have for this sort of thing? TSR must have been reinventing the wheel with this sort of thing. Maybe another designer came up with another way to implement this.
Dek Shar wrote:i I agree. My rules for heat exhaustion and freezing took inspiration from the ones presented in HWR2 and work just fine
Did Dek Shar post his rules? Do you think he/she would be willing to donate them to VoP?
Havard wrote:What do you think here at The Piazza? Do you agree that many of these rules need a fix? Has anyone had a go at mending them? IIRC the Nithian Weapons were later adapted to the Weapon Mastery Rules by Bruce Heard in Dragon Magazine? Anyone ever make changes to the Cleric rules?
I'm actually getting less interested in rules over time. There are so many cool ideas in D&D. Some (like Bruce said) are not executed so well. I know I've struggled to understand some rules myself. I can see why some of the uber-old school players just want to get the GM to make stuff up on the fly.
My own preferred way to go now is to turn to 3e's d20 mechanic for as many things as possible (not because I buy into the "balance" philosophy, because I don't). That gives me less stuff to learn. But this isn't 3e stuff, it's going to be used by BECMI and/or AD&D fans.
Surely, there must be some way to "flatten out" some of these rules and fold the cool concepts into existing rules mechanics.
I'll be interested to see what other systems people have tried. It's easy for us fans to say that a designer "got something wrong" but designing stuff that is going to be used by a bunch of people you never met is a tricky business. And designing fan material that is better than official designers is not as easy as it sounds. This sounds like an exciting challenge.