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General Tabletop Discussion
*Dungeons & Dragons
A slightly different take on the new Monster Manual
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<blockquote data-quote="Mercurius" data-source="post: 9581588" data-attributes="member: 59082"><p>Well, I never really took the approach of having a "bailiwick to defend," so not sure it would have mattered much. Or rather, I've never been much of a RAWist, so always felt like the official rules were a toolkit to adapt to your own preference and group style. </p><p></p><p>Like everyone, I suppose, my aesthetic preferences developed early on, and then evolved as the game evolved. But each edition added cultural and media elements that weren't to my liking, but I never felt like I couldn't do what I want with the game. For instance, 4E was the first edition that felt like it was designed for a different generation of player than I was. This was furthered by the fact that I never really took to video games, so didn't have reference points of playing some of the games that influenced its design, nor did I like some of the new aesthetic qualities that were popular by then (e.g. dragonborn, tieflings, etc). But I could still mostly run the game I wanted to run, at least with the players I was playing with.</p><p></p><p>I think the same is true of 2024 D&D, although I suppose it would depend upon the group.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9581588, member: 59082"] Well, I never really took the approach of having a "bailiwick to defend," so not sure it would have mattered much. Or rather, I've never been much of a RAWist, so always felt like the official rules were a toolkit to adapt to your own preference and group style. Like everyone, I suppose, my aesthetic preferences developed early on, and then evolved as the game evolved. But each edition added cultural and media elements that weren't to my liking, but I never felt like I couldn't do what I want with the game. For instance, 4E was the first edition that felt like it was designed for a different generation of player than I was. This was furthered by the fact that I never really took to video games, so didn't have reference points of playing some of the games that influenced its design, nor did I like some of the new aesthetic qualities that were popular by then (e.g. dragonborn, tieflings, etc). But I could still mostly run the game I wanted to run, at least with the players I was playing with. I think the same is true of 2024 D&D, although I suppose it would depend upon the group. [/QUOTE]
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A slightly different take on the new Monster Manual
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