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5e most conservative edition yet? (In terms of new settings)
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<blockquote data-quote="Jester David" data-source="post: 7987923" data-attributes="member: 37579"><p>Yes. But neither was Ravnica. And it's unlikely Theos will as well. And there's all of five Eberron adventurers for AL, and the content isn't permitted in regular League play. You can't play an artificer in AL.</p><p></p><p>But this also isn't a major factor as 95% of players don't play AL. There's millions of D&D players and under 3000 WPN stores. </p><p></p><p>AL isn't a major factor for what's acceptable content. The fact the fourth most played fighter subclass on DnDBeyond isn't AL legal and isn't in a published book is a testament to that...</p><p></p><p></p><p>Fair. But you don't need a setting in D&D Beyond. That's for class content.</p><p></p><p>And it's pretty easy to add homebrew content on a case-by-case basis. Like super easy.</p><p></p><p></p><p>It's also pretty easy to add homebrew to Roll20. Which can be seen with the number of people playing worlds other than the Realms or Eberron...</p><p>Not that this is a major issue either, as <10% of people play on Roll20. </p><p></p><p>You'd be better off asking "How will this interact with Critical Role?" as that has a larger audience (probably by an order of magnitude) and more impact on D&D...</p><p></p><p></p><p>Why would you get paid? You don't get paid to write an adventure or run the game for your friends or homebrew a monster. And you wouldn't get paid if WotC did it either...</p><p></p><p>Why would you expect to get paid now? How is that a realistic concern?</p><p></p><p>Also... you don't <em>need </em>to "port" anything over. There's no crunch in history. No mechanics to update in a nation description. No rules option in a culture.</p><p>You can buy the 1e <a href="https://www.dmsguild.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e" target="_blank"><em>World of Greyhawk</em></a> folio from DMsGuild and use that at your 5e game table on the fly.</p><p></p><p></p><p>Which is just a number issue. Because D&D has such a big audience, the small number of people excited for Eberron sounded impressive. Despite something like 60% of gamers running homebrew worlds, and another 20% running the Realms.</p><p></p><p>More people probably bough <em>Rising From the Last War</em> for the artificer than will ever run a game in that world...</p><p></p><p>I love me some <em>Midnight </em>as well. And it'd be neat to run something in that setting and I'd love FFG to bring that back.</p><p>But they really don't need to as I have all the old 3e books and don't <em><strong>need </strong></em>new rules or mechanics. Everything I love about Midnight is in the story and the lore. I remember so much about how the Dark God Izrador won the last war and conquered the lands of elves, dwarves, and men with his orc armies, and has ruled the continent for a full century. I don't remember how it changed spellcasting or tweaked races, but that's not really essential to the setting and was the least interesting bit of the book.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7987923, member: 37579"] Yes. But neither was Ravnica. And it's unlikely Theos will as well. And there's all of five Eberron adventurers for AL, and the content isn't permitted in regular League play. You can't play an artificer in AL. But this also isn't a major factor as 95% of players don't play AL. There's millions of D&D players and under 3000 WPN stores. AL isn't a major factor for what's acceptable content. The fact the fourth most played fighter subclass on DnDBeyond isn't AL legal and isn't in a published book is a testament to that... Fair. But you don't need a setting in D&D Beyond. That's for class content. And it's pretty easy to add homebrew content on a case-by-case basis. Like super easy. It's also pretty easy to add homebrew to Roll20. Which can be seen with the number of people playing worlds other than the Realms or Eberron... Not that this is a major issue either, as <10% of people play on Roll20. You'd be better off asking "How will this interact with Critical Role?" as that has a larger audience (probably by an order of magnitude) and more impact on D&D... Why would you get paid? You don't get paid to write an adventure or run the game for your friends or homebrew a monster. And you wouldn't get paid if WotC did it either... Why would you expect to get paid now? How is that a realistic concern? Also... you don't [I]need [/I]to "port" anything over. There's no crunch in history. No mechanics to update in a nation description. No rules option in a culture. You can buy the 1e [URL='https://www.dmsguild.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e'][I]World of Greyhawk[/I][/URL] folio from DMsGuild and use that at your 5e game table on the fly. Which is just a number issue. Because D&D has such a big audience, the small number of people excited for Eberron sounded impressive. Despite something like 60% of gamers running homebrew worlds, and another 20% running the Realms. More people probably bough [I]Rising From the Last War[/I] for the artificer than will ever run a game in that world... I love me some [I]Midnight [/I]as well. And it'd be neat to run something in that setting and I'd love FFG to bring that back. But they really don't need to as I have all the old 3e books and don't [I][B]need [/B][/I]new rules or mechanics. Everything I love about Midnight is in the story and the lore. I remember so much about how the Dark God Izrador won the last war and conquered the lands of elves, dwarves, and men with his orc armies, and has ruled the continent for a full century. I don't remember how it changed spellcasting or tweaked races, but that's not really essential to the setting and was the least interesting bit of the book. [/QUOTE]
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