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<blockquote data-quote="MoogleEmpMog" data-source="post: 3089619" data-attributes="member: 22882"><p>Yet Spelljammer was basically this, in 2e, with no rules changed and only a few added.</p><p></p><p>You're quite right, though, the core rules can't handle this setting in any edition. Exception: offhand, I don't recall, but I know airships were a part of the Known World, and may have had rules in the Rules Cyclopaedia. On the flip side, I also don't recall if Basic D&D had firearms rules of any sort, so you're probably right.</p><p></p><p>Which was, after all, my original point: core rules only DOES impact setting.</p><p></p><p></p><p></p><p>To paraphrase a meme usually directed at either sci-fi or anime: "You got your crappy epic fantasy all over my sword and sorcery!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>What you described is indeed rules-acceptable... and not my idea of sword and sorcery anymore.</p><p></p><p></p><p></p><p>So how do I structure it, using the D&D core rules, so that becoming a better fighter involves mastering spiritual and pseudo-magical disciplines, again? Where do I get the fox spirits? Where do the elves and dwarves and plethora of magic items and basically all of the core classes go?</p><p></p><p>Ironically, the treetop-leaping part is the only part that can easily be done: since all the characters would have to be something along the lines of gestalt wizard/monk/fighters (but alas, gestalt isn't core), they'll all have access to Fly by 5th level, and the campaign would have to start above that level to capture the feel, anyway. :\</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3089619, member: 22882"] Yet Spelljammer was basically this, in 2e, with no rules changed and only a few added. You're quite right, though, the core rules can't handle this setting in any edition. Exception: offhand, I don't recall, but I know airships were a part of the Known World, and may have had rules in the Rules Cyclopaedia. On the flip side, I also don't recall if Basic D&D had firearms rules of any sort, so you're probably right. Which was, after all, my original point: core rules only DOES impact setting. To paraphrase a meme usually directed at either sci-fi or anime: "You got your crappy epic fantasy all over my sword and sorcery!" ;) What you described is indeed rules-acceptable... and not my idea of sword and sorcery anymore. So how do I structure it, using the D&D core rules, so that becoming a better fighter involves mastering spiritual and pseudo-magical disciplines, again? Where do I get the fox spirits? Where do the elves and dwarves and plethora of magic items and basically all of the core classes go? Ironically, the treetop-leaping part is the only part that can easily be done: since all the characters would have to be something along the lines of gestalt wizard/monk/fighters (but alas, gestalt isn't core), they'll all have access to Fly by 5th level, and the campaign would have to start above that level to capture the feel, anyway. :\ [/QUOTE]
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