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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e and anime
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<blockquote data-quote="Wanderer20" data-source="post: 3917913" data-attributes="member: 28073"><p>When I said "Ravenloft with Planescape" I wanted to show how they are different (one is gothic and the other is high magic -and much else-) and how their elements cannot coexist in the same adventure/setting.</p><p></p><p> What is D&D?</p><p></p><p> Well, core D&D, the generic fantasy the three rulebooks should be built on, has not Dark Sun, Ravenloft, Planescape, or everything that is non-strictly fantasy.</p><p></p><p> Of course this has not stopped in previous editions the birth of the above mentioned variants (which I appreciate more than standard fantasy), but each one of them came with additionals rules, races, classes, game mechanics (horror checks, psionics, great wheel) which made possible to play with different styles.</p><p></p><p> The Core rules with the capital 'c' should and must be and remain general fantasy (I think to Greyhawk model mostly).</p><p></p><p> After you have a functioning core system, you can start to implement the variant settings; these rules "where every class has magic capabilities, in a way or another" do not belong to what Core was in previous editions.</p></blockquote><p></p>
[QUOTE="Wanderer20, post: 3917913, member: 28073"] When I said "Ravenloft with Planescape" I wanted to show how they are different (one is gothic and the other is high magic -and much else-) and how their elements cannot coexist in the same adventure/setting. What is D&D? Well, core D&D, the generic fantasy the three rulebooks should be built on, has not Dark Sun, Ravenloft, Planescape, or everything that is non-strictly fantasy. Of course this has not stopped in previous editions the birth of the above mentioned variants (which I appreciate more than standard fantasy), but each one of them came with additionals rules, races, classes, game mechanics (horror checks, psionics, great wheel) which made possible to play with different styles. The Core rules with the capital 'c' should and must be and remain general fantasy (I think to Greyhawk model mostly). After you have a functioning core system, you can start to implement the variant settings; these rules "where every class has magic capabilities, in a way or another" do not belong to what Core was in previous editions. [/QUOTE]
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