Whizbang Dustyboots
Gnometown Hero
No "I know it when I see it" answers here, please, Potter Stewart: What concrete elements make a game Dungeons & Dragons and not, say, Runequest or Tunnels & Trolls or Advanced Fighting Fantasy?
I would argue that it would need the Fighter/Cleric/Thief/Wizard. Without those I think you'd alienate a lot.1) Armor Class
2) Hit Points
3) Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma (not necessarily in that order)
4) Level-based characters
5) Class-based characters
6) Funny races available (but not mandatory)
7) Rigidly defined supernatural powers (magic, psionics, etc.)
8) A fantasy milieu
9) Random chance determined by at least the representation of funny dice
My suggestions:
1) Armor Class
2) Hit Points
3) Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma (not necessarily in that order)
4) Level-based characters
5) Class-based characters
6) Funny races available (but not mandatory)
7) Rigidly defined supernatural powers (magic, psionics, etc.)
8) A fantasy milieu
9) Random chance determined by at least the representation of funny dice
I don't think any particular class, race, monster, magic power, magic item or milieu is the sole determinant, however.
No "I know it when I see it" answers here, please, Potter Stewart: What concrete elements make a game Dungeons & Dragons and not, say, Runequest or Tunnels & Trolls or Advanced Fighting Fantasy?