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<blockquote data-quote="scourger" data-source="post: 1717568" data-attributes="member: 12328"><p>For me, D&D already presents all the archetypes. I would have preferred a product that suggested ways to play D&D in Hyboria, not a game that is substantially revised--so much so that it loses its portability to other d20 (or OGL) games. It's not like it's a completely different genre. It's still a sword & sorcery, fantasy RPG. All the new rules are just unnecessary complications of an already complex core rules set. At some point--and it's a difficult point to quantify--all the variants become overwhelming. I think the "rules lite" goal is a great one and could have been achieved with a few simple but dramatic tweaks to the game rather than a near-complete overhaul of the rules system. Small changes that could easily be made by any DM or player to any other source material would have been much better, in my opinion. But, that doesn't sell new rules books.</p></blockquote><p></p>
[QUOTE="scourger, post: 1717568, member: 12328"] For me, D&D already presents all the archetypes. I would have preferred a product that suggested ways to play D&D in Hyboria, not a game that is substantially revised--so much so that it loses its portability to other d20 (or OGL) games. It's not like it's a completely different genre. It's still a sword & sorcery, fantasy RPG. All the new rules are just unnecessary complications of an already complex core rules set. At some point--and it's a difficult point to quantify--all the variants become overwhelming. I think the "rules lite" goal is a great one and could have been achieved with a few simple but dramatic tweaks to the game rather than a near-complete overhaul of the rules system. Small changes that could easily be made by any DM or player to any other source material would have been much better, in my opinion. But, that doesn't sell new rules books. [/QUOTE]
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