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<blockquote data-quote="Tony Vargas" data-source="post: 7010484" data-attributes="member: 996"><p>No. While D&D's hp and d20 resolution core systems make DPR the centerpiece for combat and skill checks the centerpiece for the other two pillars, they, clearly, do not exclude the possibility of other mechanisms. Sub-systems like spells, ki, rituals, and maneuvers make that clear enough, and there are also individual examples. The thing is, those sub-systems and individual mechanics are heavily skewed towards spell-casting concepts. Other forms of supernatural power, and the obvious alternative of extraordinary but still natural ('natural' within the context of heroes in a fantasy genre setting) abilities, have barely been developed. </p><p></p><p>There's a great deal of unexplored design space there.</p><p></p><p></p><p>Nod. Yet, sometimes an IP does get successfully rebooted, broadens its appeal and does better than ever. It's a crap shoot for the owners of the IP.</p><p></p><p>The other thing the spellplague did was make FR into a 'Points of Light' setting. A wrecked place in a Dark Age with islands of civilization or Good here and there. That's a radical change from Elminster's old stomping ground. And, ultimately, IMHO, it was a mistake. While the generic default suggested that sort of setting, there was no need to conform past settings to it. Some were already fine for it, and nothing about the game made it unsuitable for other sorts of settings...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7010484, member: 996"] No. While D&D's hp and d20 resolution core systems make DPR the centerpiece for combat and skill checks the centerpiece for the other two pillars, they, clearly, do not exclude the possibility of other mechanisms. Sub-systems like spells, ki, rituals, and maneuvers make that clear enough, and there are also individual examples. The thing is, those sub-systems and individual mechanics are heavily skewed towards spell-casting concepts. Other forms of supernatural power, and the obvious alternative of extraordinary but still natural ('natural' within the context of heroes in a fantasy genre setting) abilities, have barely been developed. There's a great deal of unexplored design space there. Nod. Yet, sometimes an IP does get successfully rebooted, broadens its appeal and does better than ever. It's a crap shoot for the owners of the IP. The other thing the spellplague did was make FR into a 'Points of Light' setting. A wrecked place in a Dark Age with islands of civilization or Good here and there. That's a radical change from Elminster's old stomping ground. And, ultimately, IMHO, it was a mistake. While the generic default suggested that sort of setting, there was no need to conform past settings to it. Some were already fine for it, and nothing about the game made it unsuitable for other sorts of settings... [/QUOTE]
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