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<blockquote data-quote="Celebrim" data-source="post: 7408689" data-attributes="member: 4937"><p>I came up with the goal from 'The Tao of D&D', who in a recent article explained the purpose of revising dragons with the quote I used.</p><p></p><p></p><p></p><p>Respectfully, I disagree. The game is very recognizably AD&D and still draws heavily on AD&D material as source books and inspiration, for most of its terminology, it's classes and for the greater part of its rules. The game described therein is actually a relatively small departure from AD&D, and really no different from AD&D than 1e game heavily drawing from a couple of dozen Dragon articles for optional and extended rules. Indeed, so small is the departure from AD&D that I'm not even sure the described game could be properly described as a "fantasy heartbreaker". It's AD&D with a few personalized touches, many of which feel incomplete and not ready to be shared - as with many homebrewers, the vast majority of the rules appear to be stored in the DM's head. </p><p></p><p>It's certainly not as big of a departure as say Hackmaster, although I see some potential influences on the rules that might have their origin in that game. </p><p></p><p></p><p></p><p>Probably so. For example, after browsing a couple of dozen pages on the site I have no idea from the collection of rules that I perused exactly what goals of play the rulesmith actually has. They don't appear to be realism, verisimilitude to setting, or balance. Indeed, a good portion of the rules are honestly regressions from typical 1e AD&D rules in those regards. Yet at the same time I see the use of division and other complex to apply concepts in the rules, which suggests the goal isn't playability either.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7408689, member: 4937"] I came up with the goal from 'The Tao of D&D', who in a recent article explained the purpose of revising dragons with the quote I used. Respectfully, I disagree. The game is very recognizably AD&D and still draws heavily on AD&D material as source books and inspiration, for most of its terminology, it's classes and for the greater part of its rules. The game described therein is actually a relatively small departure from AD&D, and really no different from AD&D than 1e game heavily drawing from a couple of dozen Dragon articles for optional and extended rules. Indeed, so small is the departure from AD&D that I'm not even sure the described game could be properly described as a "fantasy heartbreaker". It's AD&D with a few personalized touches, many of which feel incomplete and not ready to be shared - as with many homebrewers, the vast majority of the rules appear to be stored in the DM's head. It's certainly not as big of a departure as say Hackmaster, although I see some potential influences on the rules that might have their origin in that game. Probably so. For example, after browsing a couple of dozen pages on the site I have no idea from the collection of rules that I perused exactly what goals of play the rulesmith actually has. They don't appear to be realism, verisimilitude to setting, or balance. Indeed, a good portion of the rules are honestly regressions from typical 1e AD&D rules in those regards. Yet at the same time I see the use of division and other complex to apply concepts in the rules, which suggests the goal isn't playability either. [/QUOTE]
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