ChainSawHobbit
First Post
Dungeons & Dragons is a game where people sit around a table, and dream together. They don't want to play Strikers, Leaders, Defenders, and Controllers; they want to play mysterious wizards, and gallant knights, and grim warriors, and wild druids who dance in moonlit groves and continually make love to the raw essence of nature. They don't want to battle Skirmishers, Elite Soldiers, and Minion Artilleries; they want to battle savage orcs, and dreadful dragons, and mind-violating horrors from beyond the void.
I don't see why anyone cares if spells and swords have similar effects during combat. Warriors should feel like Conan, thives should feel like Bilbo, paladins should feel like Galahad, and mages should feel like Merlin. Magical items should be rare and mysterious things of wonder, not required mechanical benefits. Swinging axe should should be a genuinely different experience from hurling a bolt of magic. Orcs should be diseased, horrific cannibal fiends; and the players should really experience this when fighting them. Mind flayers should be terrifying alien entities, unknowable and unfathomable, and the players should feel this as they are mercilessly mind-raped.
Adventurers should delve into forgotten catacombs and ruined temples, facing horrifying creatures and sadistic traps, either emerging rich or dying entertainingly. Problems should be simple, men should be mighty, cities should be great, women should be beautiful, dragons should be vile, and fae should be beguiling.
This is Dungeons & Dragons.
I don't see why anyone cares if spells and swords have similar effects during combat. Warriors should feel like Conan, thives should feel like Bilbo, paladins should feel like Galahad, and mages should feel like Merlin. Magical items should be rare and mysterious things of wonder, not required mechanical benefits. Swinging axe should should be a genuinely different experience from hurling a bolt of magic. Orcs should be diseased, horrific cannibal fiends; and the players should really experience this when fighting them. Mind flayers should be terrifying alien entities, unknowable and unfathomable, and the players should feel this as they are mercilessly mind-raped.
Adventurers should delve into forgotten catacombs and ruined temples, facing horrifying creatures and sadistic traps, either emerging rich or dying entertainingly. Problems should be simple, men should be mighty, cities should be great, women should be beautiful, dragons should be vile, and fae should be beguiling.
This is Dungeons & Dragons.