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Thoughts on the Dragonstar D&D setting (3.0 E)
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<blockquote data-quote="VolitionReceptacle" data-source="post: 8791338" data-attributes="member: 7037736"><p>This. This is one of the MAJOR problems of the setting that I addressed in the op.</p><p></p><p>The worst part is that I firmly believe that a huge portion of the problems in the setting were due to needing to shoehorn things into the raw 3.0 rule set that was simply not built to deal with any of it (especially apparent in terms of magic as well).</p><p></p><p>I mean, I obviously recognize obvious advantages can and do exist, but it was implemented in the most awkward way possible.</p><p></p><p>And even then there were major gaps and shortcomings in the viability of the initial premise that just poorly impacted the setting as well (and which I wrote this post to address).</p><p></p><p>EDIT: Another big problem with the setting is the issue with magic items (actually a subset of major preexisting problems with magic and tech that the setting has anyways). Namely, and I again blame the wonkiness of having to force everything into 3.0, but they were just really poorly done, both thematically and mechanically. Thematically, no one could agree how magic works with science and thus you just have the whole thing be vague and confusing in terms of rarity, actual purpose, etc. Mechanically, they were overpriced and often simply weren't worth it since the use of magic with tech all under science wasn't clear or was outright contradictory, so a bunch of items just feel like a bunch of unrelated elements tacked onto each other.</p></blockquote><p></p>
[QUOTE="VolitionReceptacle, post: 8791338, member: 7037736"] This. This is one of the MAJOR problems of the setting that I addressed in the op. The worst part is that I firmly believe that a huge portion of the problems in the setting were due to needing to shoehorn things into the raw 3.0 rule set that was simply not built to deal with any of it (especially apparent in terms of magic as well). I mean, I obviously recognize obvious advantages can and do exist, but it was implemented in the most awkward way possible. And even then there were major gaps and shortcomings in the viability of the initial premise that just poorly impacted the setting as well (and which I wrote this post to address). EDIT: Another big problem with the setting is the issue with magic items (actually a subset of major preexisting problems with magic and tech that the setting has anyways). Namely, and I again blame the wonkiness of having to force everything into 3.0, but they were just really poorly done, both thematically and mechanically. Thematically, no one could agree how magic works with science and thus you just have the whole thing be vague and confusing in terms of rarity, actual purpose, etc. Mechanically, they were overpriced and often simply weren't worth it since the use of magic with tech all under science wasn't clear or was outright contradictory, so a bunch of items just feel like a bunch of unrelated elements tacked onto each other. [/QUOTE]
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Thoughts on the Dragonstar D&D setting (3.0 E)
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