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2e Druids, 4e druids, and thematic rules...
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<blockquote data-quote="Wik" data-source="post: 5362759" data-attributes="member: 40177"><p>In my 4e campaign, the PCs are embroiled in a civil war between the two factions of the feywild court - the Eladrin versus the Drow. In the last few sessions, the PCs have come to discover a third "faction" that remains in the shadows - the Silvarine, eco-conscious nature protectors who have been described as "The Greenpeace Taliban" by the players (they come up with such evocative terms).</p><p></p><p>Anyways, the Silvarine are ruled by druids, and almost on a whim I decided these druids roughly follow the structure found in the 2nd Edition druid entry (there is no single archdruid in my version) - namely, that there are only a few druids of certain levels, and that to attain a new level in druiddom, you have to defeat a druid in combat and take his position.</p><p></p><p>This has been going well, and during a scene where a druid described evolution to the PCs (the druid had the details wrong, of course) he spoke of how this reflected in their own organization. Now, while I was just talking about of my butt at the time, the second it left my head, a little light bulb went off.</p><p></p><p>The druidic advancement rules in 2e actually speak perfectly towards evolution, mimicking the natural order! After all, if the only way a 12th level character can get to 13th level is to defeat a 13th level character (with no magic items!), that 12th level character is going to have to be better. And when he takes his position, the guy that defeats HIM is going to have to be even better! </p><p></p><p>This got me thinking about thematic rules - basically, rules that actually enhance the thematic nature of a concept, class, or whatever else. And really, just how neat it is that the ruleset for 2e druids exists for two purposes - to propose a variant on cleric's "followers" while ALSO reinforcing the druid's worldview. </p><p></p><p>It seems that later editions of D&D (3.0 onwards) have moved away from these thematic rules, instead focusing on generalizations. While this makes it easier for GMs to adapt classes into their own campaigns, it sometimes seem to drain the game of a little bit of flavour, because while GMs are more able to adapt these classes, a lot of GMs will not go through the bother. I'm beginning to think that the dropping of "Core" thematic rules is one of the contributing factors to what some have called the "vanillaization of D&D". </p><p></p><p>Thoughts?</p><p></p><p>P.S. I'd love to hear any stories regarding how 2e druids worked in your actual campaigns. While the druid was my favourite class in 2e (3e ruined the class for me, don't really know why), we never saw a druid reach past level 8 or 9 in any 2e campaign I played in, so we never got to see the upper progression rules in effect.</p></blockquote><p></p>
[QUOTE="Wik, post: 5362759, member: 40177"] In my 4e campaign, the PCs are embroiled in a civil war between the two factions of the feywild court - the Eladrin versus the Drow. In the last few sessions, the PCs have come to discover a third "faction" that remains in the shadows - the Silvarine, eco-conscious nature protectors who have been described as "The Greenpeace Taliban" by the players (they come up with such evocative terms). Anyways, the Silvarine are ruled by druids, and almost on a whim I decided these druids roughly follow the structure found in the 2nd Edition druid entry (there is no single archdruid in my version) - namely, that there are only a few druids of certain levels, and that to attain a new level in druiddom, you have to defeat a druid in combat and take his position. This has been going well, and during a scene where a druid described evolution to the PCs (the druid had the details wrong, of course) he spoke of how this reflected in their own organization. Now, while I was just talking about of my butt at the time, the second it left my head, a little light bulb went off. The druidic advancement rules in 2e actually speak perfectly towards evolution, mimicking the natural order! After all, if the only way a 12th level character can get to 13th level is to defeat a 13th level character (with no magic items!), that 12th level character is going to have to be better. And when he takes his position, the guy that defeats HIM is going to have to be even better! This got me thinking about thematic rules - basically, rules that actually enhance the thematic nature of a concept, class, or whatever else. And really, just how neat it is that the ruleset for 2e druids exists for two purposes - to propose a variant on cleric's "followers" while ALSO reinforcing the druid's worldview. It seems that later editions of D&D (3.0 onwards) have moved away from these thematic rules, instead focusing on generalizations. While this makes it easier for GMs to adapt classes into their own campaigns, it sometimes seem to drain the game of a little bit of flavour, because while GMs are more able to adapt these classes, a lot of GMs will not go through the bother. I'm beginning to think that the dropping of "Core" thematic rules is one of the contributing factors to what some have called the "vanillaization of D&D". Thoughts? P.S. I'd love to hear any stories regarding how 2e druids worked in your actual campaigns. While the druid was my favourite class in 2e (3e ruined the class for me, don't really know why), we never saw a druid reach past level 8 or 9 in any 2e campaign I played in, so we never got to see the upper progression rules in effect. [/QUOTE]
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