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<blockquote data-quote="Hella_Tellah" data-source="post: 4125593" data-attributes="member: 52669"><p>If you read the designers' blogs, or look at their resumés, you'll note that the guys who wrote the D&D core rules have experience playing and designing tons and tons of systems, all designed for a number of different things. These guys looked at D&D and said, "What is the core D&D experience, and how can we distill that into an excellent game?" The result is a game that is substantially geared toward sending troupes of adventurers into dangerous environments for fun and profit. In the process, they excised the extraneous bits that don't fit that ideal, and that includes rules for mundane crafting. A good thing, in my opinion.</p><p></p><p>It's problematic for D&D that it needs to be all things to all people, and 3e did far too much of it. As a DM, I don't <em>want</em> crafting rules muddling up my D&D, because that's not why I play D&D. I'd no sooner expect D&D to support mundane crafting--and make it fun--than I'd expect D&D to let me play a Brujah vampire trapsing about in modern-day Los Angeles. I'll play D&D for fantasy adventuring, and I'll play World of Darkness for dark mystery. If I want a supremely high-powered game, I'll play Nobilis or Exalted. If I want a game that lets me run anything and everything, I'll pick up Risus or GURPS.</p><p></p><p>My point here is this: a D&D game should be about a group of adventurers of various classes going to dangerous places and fighting monsters in a fantasy setting. I'd rather have D&D do that one thing really well, and I'll play a different game when I want something else. So far, it looks like the designers agree.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 4125593, member: 52669"] If you read the designers' blogs, or look at their resumés, you'll note that the guys who wrote the D&D core rules have experience playing and designing tons and tons of systems, all designed for a number of different things. These guys looked at D&D and said, "What is the core D&D experience, and how can we distill that into an excellent game?" The result is a game that is substantially geared toward sending troupes of adventurers into dangerous environments for fun and profit. In the process, they excised the extraneous bits that don't fit that ideal, and that includes rules for mundane crafting. A good thing, in my opinion. It's problematic for D&D that it needs to be all things to all people, and 3e did far too much of it. As a DM, I don't [i]want[/i] crafting rules muddling up my D&D, because that's not why I play D&D. I'd no sooner expect D&D to support mundane crafting--and make it fun--than I'd expect D&D to let me play a Brujah vampire trapsing about in modern-day Los Angeles. I'll play D&D for fantasy adventuring, and I'll play World of Darkness for dark mystery. If I want a supremely high-powered game, I'll play Nobilis or Exalted. If I want a game that lets me run anything and everything, I'll pick up Risus or GURPS. My point here is this: a D&D game should be about a group of adventurers of various classes going to dangerous places and fighting monsters in a fantasy setting. I'd rather have D&D do that one thing really well, and I'll play a different game when I want something else. So far, it looks like the designers agree. [/QUOTE]
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