What's not to like about RPGs?
I attempt to articulate what the existing problems are with D20 specifically and RPGs in general. These are based on my experiences trying to teach and recruit new players.
Geek Factor
There is a certain geek factor associated with Role Playing Games that in my experience is untrue and unfair. Not surprising the stereotypes about non-hygienic, socially inept, devil worshiping, poorly dressed boys or scary adult men persists. I won’t pretend to have any plan to deal with that, except to say that I lead by example. Certainly myself and the people I play with exhibit none of those qualities.
Creating a Character
If a new player manages to overcome the geek factor prejudice and decides to make a go of it, without a mentor they are likely doomed to quit. They are forced to wade through an avalanche of rules, terms, lists, tables, charts, choices resulting in a near endless array of decision points whose implications are completely unknown. In my experience the player already has in mind some type of character they want to be. This is character is probably derived from a book, movie or video game.
Hit Points
This may be the number one complaint I endured, and I am not certain why it happens now and did not happen in the 1970’s. Perhaps its video games or CNN or FOX News or I do not know what. But the problem boils down to this quote from an exasperated teenager: “If I shoot an arrow into my enemies head, he is dead weather he is level 1 or level 10, but in this game my enemy could be buck naked, 10th level and take shots from my bow all day. That’s just stupid.” I am inclined to agree. As a follow up a great d20 hit points debate went on at a forum I visit.
What do I need to hit?
I believe that 3.5/D20 did a great job with armor class. It is a great improvement over before, but the flip side of armor class is “chance to hit” and that is no small feat to calculate for a novice. You have an adjustment for Strength (check a chart), adjustment for opponent size (check a chart), adjustment for weapon proficiency (check a chart), adjustments for related feats (check a chart) and finally adjustments for the quality of the weapon. Did I miss any? Probably I did but the point is, that all those adjustments are neat, perhaps more accurate, but cumbersome to know, find and use. It is not fun if it takes 10 minutes to know you need to beat a 12 to hit.
Hit Points Again
“So I have 50 hit points, and I keep taking damage in melee. But there are no adjustments to my skills until I reach zero, at which point I collapse and can’t use any of my skills.” Where as this is true, I can not say it ever bothered me personally. I think the thinking is the direct impact of video games, and 3d shooters where you ability degrades as you take damage. The comment makes sense to me but in 3.5/D20 it would be very cumbersome to account for.
Too Many Rules poorly described
The 3.5/D20 system has a lot of rules. The rules are written with excessive verbosity, a weird dual gender mode and they are poorly organized. You often need to be in two or three places in the rules to answer a single question. If you play every week that becomes less of a problem, if you are older and play less often it can get frustrating. Thank you for the internet because one resource is invaluable for making quick use of the rules: HyperText d20 SRD I often remind youngsters that the 3.5/D20 rules are a vast improvement in consistency over the AD&D rules of long ago, but a newbie does not care about yesterday!
In Conclusion
I think the problems are specifically targeted to the required interdependency of rules with regards to race, class, level, feat and skills involved with just creating a character. These complexities are revisited at the first melee. I whole hearted agree with the richness the D20 designers provided, but the complexity is a lot to digest for a newbie.