I'm not trying to take sides in the overall back 'n' forth you two are having, but come on, dude. When you accuse someone of pandering to someone else, there's an implicit understanding there that you do not approve of the effect of the pandering. Nobody complains when someone panders to them...
I suppose you could call that time the infancy of TTRPGs when looking at the full span of it to today, but Dungeons & Dragons had been around for 7 years by the time Cthulhu came out and for 11 years by the time Pendragon did and a commercial success also well before those two games were...
You can make virtually any game about whatever you wanted to make it about. 4th Edition was objectively very much focused on the combat aspect of the game, however. It was very explicitly a miniatures battle game with a side of role-playing and exploration, and that hyper focus on the one tier...
If we're talking specifically about Dungeons & Dragons, then combat is not and never will be passé. The game itself is primarily built around the notion of combat being almost central to the experience: the most key class mechanics are there to bolster your chances of surviving a combat...
The Drow are one of the prime examples -- alongside the Vistani and orcs -- brought up in discussions on why race is problematic in Dungeons & Dragons. Polygon recently posted an article about a DriveThruRPG supplement that seeks to solve that problem by adding the new vector of culture, similar...
Just curious... you mentioned that the Blog of Holding's calculation put this guy at just around CR 11... could you elaborate on that specifically around how the damage budget of 55 was used here? I'm still trying to wrap my head around that particular aspect of the Blog of Holding's...
Not sure what you mean here. Baldur's Gate, Icewind Dale, Neverwinter Nights, Fallout, Planescape, etc. were all isometric games just like the more modern Divinity, Pillars of Eternity, Torment, etc.
I like that Doug Davison is cognizant that not everyone can afford spending lots of money on VTTs on top of having spent money on the underlying game itself and even offers tips on how you can avoid paying anything at all on his company's platform.
I think the best way to try out animal races would be to run a campaign, one-shot, whatever where all of the player characters were animals to get things like "animals have better senses" out of way. One possibility would be to use the materials provided by the team that does the Animal...
I imagine that it's gotta be more than just "can cast Cleric and Wizard spells" since that would be pretty easy to do through multi-classing. ;)
I've definitely seen some decent Shaman-style homebrew classes on various online sources, but for the most part they're not Cleric/Wizard spell...
I find designing homebrew classes to be an interesting exercise. It can be really fun, but it's a major pain in the butt to get the balance right... it's way too easy to suddenly make a homebrew class super OP. If you're gonna do it, I'd highly recommend leveraging the expertise at the Unearthed...