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General Tabletop Discussion
*TTRPGs General
Banishing "Sacred Cows"
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<blockquote data-quote="Desdichado" data-source="post: 298257" data-attributes="member: 2205"><p><span style="color: white"></span></p><p><span style="color: white">I think there is some value in retaining the sacred cows so as not to lose the multitudes that wouldn't have accepted anything else.</span></p><p><span style="color: white"></span></p><p><span style="color: white">However, the DMG throws out a lot of alternatives. Why doesn't it include class-less, or level-less, or alternate forms of HP, or something like that?</span></p><p><span style="color: white"></span></p><p><span style="color: white">These same sacred cows are big deterrents for other multitudes, and the fact that they didn't even think that offering alternatives to gather those folks back in was sloppy marketing, IMO. If they really want d20 to be the generic system of choice, suitable for any play style, why wasn't it designed as such? Instead, we have to wait years and years for third parties to eventually get around to designing those systems out. Or, we have to house-rule it ourselves. <em>d20 Call of Cthulhu</em> showed us a way to do essentially no classes, <em>d20 Star Wars</em> showed us how to substitute something else for HP. <em>Sovereign Stone</em> and others have had alternate magic systems. But we still don't have a more granular method of progressing other than levels. My understanding is the Green Ronin superheroes book will be the <em>first</em> to tackle that. I'm actually quite amazed that these types of things, which were big turn-offs to lots of folks that fled D&D in droves in the "Dark Years" weren't among the first things converted into the d20 system as alternates to bring those kinds of folks back. And it was really short-sighted of Monte and the other designers, I think, to not include them as options in the DMG instead of spending so many pages talking about dungeons, for instance.</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Desdichado, post: 298257, member: 2205"] [color=white] I think there is some value in retaining the sacred cows so as not to lose the multitudes that wouldn't have accepted anything else. However, the DMG throws out a lot of alternatives. Why doesn't it include class-less, or level-less, or alternate forms of HP, or something like that? These same sacred cows are big deterrents for other multitudes, and the fact that they didn't even think that offering alternatives to gather those folks back in was sloppy marketing, IMO. If they really want d20 to be the generic system of choice, suitable for any play style, why wasn't it designed as such? Instead, we have to wait years and years for third parties to eventually get around to designing those systems out. Or, we have to house-rule it ourselves. [i]d20 Call of Cthulhu[/i] showed us a way to do essentially no classes, [i]d20 Star Wars[/i] showed us how to substitute something else for HP. [i]Sovereign Stone[/i] and others have had alternate magic systems. But we still don't have a more granular method of progressing other than levels. My understanding is the Green Ronin superheroes book will be the [i]first[/i] to tackle that. I'm actually quite amazed that these types of things, which were big turn-offs to lots of folks that fled D&D in droves in the "Dark Years" weren't among the first things converted into the d20 system as alternates to bring those kinds of folks back. And it was really short-sighted of Monte and the other designers, I think, to not include them as options in the DMG instead of spending so many pages talking about dungeons, for instance. [/color] [/QUOTE]
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