I would like to come back on some specific points of the David's speech.
Globally I agree with him on most of them. I really think that he points out some basic problems of D&D or RPG in general.
I am fondamentally opposed to the XP system. As David said, it allows to improve skills that were not used in the game. I use a system of characters evolution strictly based on the utilisation of a competence (you say "skill" in english?). Each time you have a success in a competence, you "tick a box" (I don't know how to say...) corresponding to this competence. After a certain time (at the end of a travel, an adventure...) you can try to improve each skill. The number of success represent the chance you have to obtain +1 (over 20) in the competence. For example, 5 successes means 5 chances over 20 to increase the skill. If you pass this test, your ticks are erased and you recommence. If you fail, you keep them until the next test (the next scenario). As each competence is treated separatelly, you only improve your skill in the domain you really use. That's the basic system I found in an old French game. It's very simple, but I have never found it in another game, and I have never found a better system in any other game.
Concerning the HP system, I think that the problem comes from the evolution of the HP max with the character level. But this evolution is the basis of the heroic game style. In a lot of games, max HP (or life point, or fatigue point, or...) are constant. If you are skilled, you have more chance to dodge attacks, but if you fail you will be wounded like a beginner. The blade will cut your flesh exactly the same way.
About situationnal modifier, I remember of a ridiculous scene. I played a young boy (8 years old) and I wanted to put an unconscious guy (90 kg) in a wagon. My DM asked me a strengh test with a modifier of -15 (over 100) only. My character wasn't very strong but I was "lucky" and I succeeded. It was completely stupid . He should have given me a modifier of -60 at least. I often ask to my DM to be generous with their situationnal modifier, positive and negatives ones. Some of them are cautious and stay between -30 and +30 (over 100). In my mind, it should rather be -100 (practically impossible to succeed) to +100 (practically impossible to fail).
That was my 2 eurocents
Globally I agree with him on most of them. I really think that he points out some basic problems of D&D or RPG in general.
I am fondamentally opposed to the XP system. As David said, it allows to improve skills that were not used in the game. I use a system of characters evolution strictly based on the utilisation of a competence (you say "skill" in english?). Each time you have a success in a competence, you "tick a box" (I don't know how to say...) corresponding to this competence. After a certain time (at the end of a travel, an adventure...) you can try to improve each skill. The number of success represent the chance you have to obtain +1 (over 20) in the competence. For example, 5 successes means 5 chances over 20 to increase the skill. If you pass this test, your ticks are erased and you recommence. If you fail, you keep them until the next test (the next scenario). As each competence is treated separatelly, you only improve your skill in the domain you really use. That's the basic system I found in an old French game. It's very simple, but I have never found it in another game, and I have never found a better system in any other game.
Concerning the HP system, I think that the problem comes from the evolution of the HP max with the character level. But this evolution is the basis of the heroic game style. In a lot of games, max HP (or life point, or fatigue point, or...) are constant. If you are skilled, you have more chance to dodge attacks, but if you fail you will be wounded like a beginner. The blade will cut your flesh exactly the same way.
About situationnal modifier, I remember of a ridiculous scene. I played a young boy (8 years old) and I wanted to put an unconscious guy (90 kg) in a wagon. My DM asked me a strengh test with a modifier of -15 (over 100) only. My character wasn't very strong but I was "lucky" and I succeeded. It was completely stupid . He should have given me a modifier of -60 at least. I often ask to my DM to be generous with their situationnal modifier, positive and negatives ones. Some of them are cautious and stay between -30 and +30 (over 100). In my mind, it should rather be -100 (practically impossible to succeed) to +100 (practically impossible to fail).
That was my 2 eurocents