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About the myth or fact (?) of needing magical items
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<blockquote data-quote="delericho" data-source="post: 2501151" data-attributes="member: 22424"><p>Heh.</p><p></p><p></p><p></p><p>Okay, I agree with all of that. I did disagree with the labelling of D&D as a genre, on the grounds that it's part of the fantasy genre, but the explanation above clears that up.</p><p></p><p>I'll agree that 3.x is a different game. People can argue back and forth over that point, but I don't think that argument is terribly helpful. In any event, I do agree that it's different enough to be a different game.</p><p></p><p></p><p></p><p>All true.</p><p></p><p>However, where I disagreed with your initial post was your assertion that making that change was sufficient to say that you were no longer playing D&D, but rather some other game. Given the nature of some of the variant rules presented in Unearthed Arcana, I'm forced to the conclusion that the variety of games that can be labelled "D&D" is necessarily fairly wide. Certainly, I believe that lowering the availability of magic items is no more fundamental than using Gestalt characters, for instance.</p><p></p><p></p><p></p><p>I have in the past lamented the extreme coupling of the rules, such that it is difficult to house rule the system. However, I disagree in degree - I probably feel that the game is somewhat more resilient to change than you do. (I say probably because I can't read your mind.)</p><p></p><p></p><p></p><p>Good point. I generally take the view that I am capable of making good and useable house rules, without upsetting the balance of the game. However, it is also true to say that I think I have a pretty good grasp of the rules as a whole, and the interactions between them. (Whether or not this is actually true is another question, of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p></p><p></p><p>Thanks for taking the time to clarify your intent.</p></blockquote><p></p>
[QUOTE="delericho, post: 2501151, member: 22424"] Heh. Okay, I agree with all of that. I did disagree with the labelling of D&D as a genre, on the grounds that it's part of the fantasy genre, but the explanation above clears that up. I'll agree that 3.x is a different game. People can argue back and forth over that point, but I don't think that argument is terribly helpful. In any event, I do agree that it's different enough to be a different game. All true. However, where I disagreed with your initial post was your assertion that making that change was sufficient to say that you were no longer playing D&D, but rather some other game. Given the nature of some of the variant rules presented in Unearthed Arcana, I'm forced to the conclusion that the variety of games that can be labelled "D&D" is necessarily fairly wide. Certainly, I believe that lowering the availability of magic items is no more fundamental than using Gestalt characters, for instance. I have in the past lamented the extreme coupling of the rules, such that it is difficult to house rule the system. However, I disagree in degree - I probably feel that the game is somewhat more resilient to change than you do. (I say probably because I can't read your mind.) Good point. I generally take the view that I am capable of making good and useable house rules, without upsetting the balance of the game. However, it is also true to say that I think I have a pretty good grasp of the rules as a whole, and the interactions between them. (Whether or not this is actually true is another question, of course :) ) Thanks for taking the time to clarify your intent. [/QUOTE]
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