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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="doctorbadwolf" data-source="post: 8267598" data-attributes="member: 6704184"><p>Sure. That is my point. </p><p></p><p>Not an apt comparison. </p><p></p><p>The Wizard and full powered healers, no, you’ll notice the power difference. It is mechanically fully compatible though. </p><p></p><p>And if I was running Dungeon World, and wanted to add genre elements that Masks covers, it would be easier to borrow them from Masks, I assume.</p><p>But AIME isn’t a different game. It’s just a setting guide with a suite of classes for that setting and some optional rules to make your dnd 5e game fit the setting better. That’s it.</p><p></p><p>You can take the journey rules and just use them in a 5e game. You can take its additional skills and just add them to your 5e game. I’ve used both in my Eberron and FR game, and will continue to use Lore and Riddle in any new game I run, because they fit how I run the world. Well, Riddle at least. Lore is harder to get players to keep straight the difference between it and History. </p><p></p><p>I’ve no idea what you’re even talking about, here. AIME is 5e D&D with new classes. They’re maybe slightly underpowered, but probably close enough that you could use it’s classes to replace the Spellcasting classes and it’d play fine alongside. It’ll work better if you use only it’s classes, but you can absolutely use only it’s classes, and then run a low magic game of D&D using the MM for enemies, running the game like a Conan D&D game. Because it’s...the same game. You could give them PHB feats instead of the ones in the book, use PHB races, etc. </p><p></p><p>Also AIME became part of this discussion because I referenced having suggested using it’s classes instead of the PHB classes to run a low-magic game. Which is absolutely in line with my whole point from post one. </p><p></p><p>Most of what people ask for advice on adding to their D&D, and people tell them D&D “can’t do well”, can easily be added either by homebrew, mechanics borrowed from other games, or 3pp supplement, to an otherwise normal D&D game.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8267598, member: 6704184"] Sure. That is my point. Not an apt comparison. The Wizard and full powered healers, no, you’ll notice the power difference. It is mechanically fully compatible though. And if I was running Dungeon World, and wanted to add genre elements that Masks covers, it would be easier to borrow them from Masks, I assume. But AIME isn’t a different game. It’s just a setting guide with a suite of classes for that setting and some optional rules to make your dnd 5e game fit the setting better. That’s it. You can take the journey rules and just use them in a 5e game. You can take its additional skills and just add them to your 5e game. I’ve used both in my Eberron and FR game, and will continue to use Lore and Riddle in any new game I run, because they fit how I run the world. Well, Riddle at least. Lore is harder to get players to keep straight the difference between it and History. I’ve no idea what you’re even talking about, here. AIME is 5e D&D with new classes. They’re maybe slightly underpowered, but probably close enough that you could use it’s classes to replace the Spellcasting classes and it’d play fine alongside. It’ll work better if you use only it’s classes, but you can absolutely use only it’s classes, and then run a low magic game of D&D using the MM for enemies, running the game like a Conan D&D game. Because it’s...the same game. You could give them PHB feats instead of the ones in the book, use PHB races, etc. Also AIME became part of this discussion because I referenced having suggested using it’s classes instead of the PHB classes to run a low-magic game. Which is absolutely in line with my whole point from post one. Most of what people ask for advice on adding to their D&D, and people tell them D&D “can’t do well”, can easily be added either by homebrew, mechanics borrowed from other games, or 3pp supplement, to an otherwise normal D&D game. [/QUOTE]
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