• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What makes Dungeons & Dragons "Dungeons & Dragons?"

I would argue that it would need the Fighter/Cleric/Thief/Wizard. Without those I think you'd alienate a lot.
The original game didn't have the Thief (by any name), and some OSR games follow that lead. Even though it's not my preferred edition, I'd have to say that OD&D surely must qualify as Dungeons & Dragons, no?
 

log in or register to remove this ad

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 would say this list but in a different order, in that I would put the initial list AC, HP, Levels, Classes and consider the rest optional except 9 which has to be there.
 

This is getting into Potter Stewart territory, but I think there are a lot of things that aren't individually required, but are needed in some numbers to sustain the D&D feel.
I don't think that's Potter Stewart territory. "You must have X choices of the Y entries on this list to still feel like D&D to (almost) everyone" is a pretty reasonable meta-criterion, IMO. The question then becomes what's on the list and how much of it has to show up to qualify.
 

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
This pretty much covers it for me, as well.
 

  • Fantasy
  • Uses all the regular polyhedrals (d4 through d20) with d20 as the primary die for determining To-Hit
  • Vancian Magic
  • Level advancement / experience points
  • Races
  • A mostly even split between combat and roleplaying
  • An armor class mechanic of some kind
  • Dungeons
  • Dragons
  • STR, DEX, CON, INT, WIS, CHA

[sblock]Things I could do without and still call it D&D.
  • Classes - I could deal with (and would actually prefer) a classless system with some sort of "preset" for abilities/skills/feats/proficiencies/whatever-you-want-to-call-it to guide creating a "class."
  • Alignment
  • Hit Points
  • Ability Scores - Keep the modifier and drop the score
[/sblock]
 


Mercutio, would you consider True20/Blue Rose to be Dungeons & Dragons? It gets rid of a lot of the stuff you say you could live without.

Nope.

See -- "Uses all the regular polyhedrals (d4 through d20) with d20 as the primary die for determining To-Hit"
See -- "Vancian Magic"
See -- "experience points"

Those are not options for me. I mean, I like the true20 engine (I'm a fan of M&M which is pretty close), but it's not D&D.
 

Wow, 7 whole posts before someone singled out 4e as 'not D&D' - predictable, but still disappointing.

Mr. Dustyboots' list is pretty good, but I can deal without #6, depending on the campaign, and #7 I can see being optional as well (though I prefer it).

I would be tempted to add 'iconic brand identity' - but it might still work without it.
 



Into the Woods

Remove ads

Top