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General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
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<blockquote data-quote="Ruin Explorer" data-source="post: 8252494" data-attributes="member: 18"><p>Not using the actual rules from the 5E rulebooks they're not.</p><p></p><p>They might be playing a thing they're <em>calling</em> Dark Sun, but the total lack of a full Psionic class (or much in the way of Psionics rules), the lack of support for Defiling mechanics, the absence of several classes (some could be archetypes in 5E), the absence of most of the races, the lack of rules for weapon materials, the lack of rules for Dragons/Avangions, the lack of the appropriate monsters, the lack of a definition of arcane magic and so on. I mean that's practically the tip of the iceberg. I repeat - you cannot even come close to Dark Sun with the extant 5E rules.</p><p></p><p>Maybe what you mean is, by homebrewing a gigantic amount of material, including entire classes and fundamental mechanics not present in 5E, people can run a homebrew version of Dark Sun using some 5E rules and a ton of additional material? If so sure. But that's the point I'm making. Even to run a D&D setting - a setting specifically designed for an earlier edition of the same game - you'd need vast amounts of extra material - and if you generated vast amounts of extra material for ED, it could likely do the same. They're both highly specific settings with huge numbers of extremely weird and specific assumptions, and both of which lack rules for pretty common stuff from fantasy settings.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8252494, member: 18"] Not using the actual rules from the 5E rulebooks they're not. They might be playing a thing they're [I]calling[/I] Dark Sun, but the total lack of a full Psionic class (or much in the way of Psionics rules), the lack of support for Defiling mechanics, the absence of several classes (some could be archetypes in 5E), the absence of most of the races, the lack of rules for weapon materials, the lack of rules for Dragons/Avangions, the lack of the appropriate monsters, the lack of a definition of arcane magic and so on. I mean that's practically the tip of the iceberg. I repeat - you cannot even come close to Dark Sun with the extant 5E rules. Maybe what you mean is, by homebrewing a gigantic amount of material, including entire classes and fundamental mechanics not present in 5E, people can run a homebrew version of Dark Sun using some 5E rules and a ton of additional material? If so sure. But that's the point I'm making. Even to run a D&D setting - a setting specifically designed for an earlier edition of the same game - you'd need vast amounts of extra material - and if you generated vast amounts of extra material for ED, it could likely do the same. They're both highly specific settings with huge numbers of extremely weird and specific assumptions, and both of which lack rules for pretty common stuff from fantasy settings. [/QUOTE]
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Character Classes should Mean Something in the Setting
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