Comprehensive Lists of All D&D Settings


log in or register to remove this ad

jdrakeh said:
As for Forgotten Realms and Eberron, it's worth noting that the D&D core rules specifically allow for the introduction of different languages (i.e., new languages aren't a rules change).

Ahh but instead of merely adding in additional languages they added in an additional automatic language for everyone. You now get your regional language as another automatic language. This is a change in the core rules - instead of spending you Int bonus on starting languages to learn your regional language you get them for free.
 

irdeggman said:
Ahh but instead of merely adding in additional languages they added in an additional automatic language for everyone. You now get your regional language as another automatic language. This is a change in the core rules - instead of spending you Int bonus on starting languages to learn your regional language you get them for free.

In the core rules, Intelligence modifers only apply to bonus languages. All characters automatically speak Common and their racial language for free. I'm not sure how adding a regional dialect to this list of freely available languages is the massive departure from D&D canon that you claim it is. It isn't forbidden by the rules, either.

"All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character."
 
Last edited:

Not sure Ravenloft fits you're description...

There are no half-orcs, but a race (Caliban) takes its place.
There are modifications to the bard, druid, monk, paladin, cleric, sorcerer, wizard, and ranger classes (ranging from small to medium).
Fear, Horror, and Madness saving throws (will saves with specific rules for success and failure)
Powers Checks for evil acts
Outcast Ratings for non-humans
Half-Vistani race
Many spells and magic items modified (or outright un-usable)
No common tongue.

That is a lot of additional rules.
 

jdrakeh said:
In the core rules, Intelligence modifers only apply to bonus languages. All characters automatically speak Common and their racial language for free. I'm not sure how adding a regional dialect to this list of freely available languages is the massive departure from D&D canon that you claim it is. It isn't forbidden by the rules, either.

"All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character."

Undeer each race it specifically lists their "automatic" languages. A regional language is not one of them.


By adding a regional language to every race the FR and Eberron settigns no longer follow the core rules for those races.

Per Yair's original definitions:

Changes to the core rules are generally not acceptable, if you change the rules you really aren't playing D&D anymore. Again, however, if the changes are small I'd keep the item on the lists.

Even though he added in the caveat about small changes, the overall basis is what permeates the definitions of settings in this (and the other) thread.

I find that definition too restrictive and by using it a case could be made that not even WotC "officially published" settings meet the criteria.

Essentially only Greyhawk (the default setting for the core rules) meets them.
 


Yair said:
Nyambe (World): Nyambe: African Adventures. Limits certain equipment.
Nyambe does more than just limit certain equipment. The core races each have changes. Half-elf and Half-orc are not allowed as natives to the region. They can be used as people from other regions of the world, but not as natives. Orcs in general do not really exist there anymore, but they used to at one time. Natives of Nyambe do not use the core character classes, plus a host of feats and spells are added. I think it qualifies under your limited category.
 

irdeggman said:
Even though he added in the caveat about small changes, the overall basis is what permeates the definitions of settings in this (and the other) thread.

Actually, I think you're just being pedantic. I don't see this narrowly defined exception about rule changes "permeating" any of the threads in question. There are, in fact, several settings on every thread in question that deviate from the core D&D in rules in small, insignificant, ways.
 



Remove ads

Top