Merlion
First Post
Hmm...this thread actually turned out to be something a little different than what I had expected from the title.
I think I am pretty much with Joshua Dyal in this discussion. D&D has always had a feel and theme to it (although I feel it has also always, or at least as of 3.x tried to be generic as well) and I would love to see these "D&Disms" and "sacred cows" or at least most of them, removed. They are for instance a big part of why the Cleric class is able to remain unbalanced for instance, and why despite 3.x's great overall flexibility, there are still large obstacles to creating certain types of characters.
Its odd with d20/D&D 3.x....it is very flexible and very easy to change in a lot of ways, but as the original poster has said, it can have unforseen consquences and ripple effects. For instance, I may soon be running a small D&D/Arcana Unearthed fusion game, and I plan to use the Armor as Damage reduction rules from Unearthed Arcana, but I then have to decide how thats going to affect spells and magic items that grant DR, for instance.
And yes, the core rules do now assume a certain level of wealth. Its built into the Challenge Rating system (of course the challenge rating system tends to suck anyway since its just a hard thing to define and on top of that it doesnt allow for the fact that groups frequently consist of more or less than 4 PCs)
Now as far as the "dungeonpunk" superpower, supposedly anime based feel of things, and to fast level advancement and all, that is all up to the DM, and the group as a whole, to decide what feel they do want, how fast they want to move etc, and altering those things is not terribly hard.
I happen to love both Anime and Tolkien and I dont see why those styles would have to be totally mutually exclusive. I think if WOTC would let go of the "D&Disms" and not try to target any specific audience, but just make a good game that can easily cater to many styles, we'd all be better off
I think I am pretty much with Joshua Dyal in this discussion. D&D has always had a feel and theme to it (although I feel it has also always, or at least as of 3.x tried to be generic as well) and I would love to see these "D&Disms" and "sacred cows" or at least most of them, removed. They are for instance a big part of why the Cleric class is able to remain unbalanced for instance, and why despite 3.x's great overall flexibility, there are still large obstacles to creating certain types of characters.
Its odd with d20/D&D 3.x....it is very flexible and very easy to change in a lot of ways, but as the original poster has said, it can have unforseen consquences and ripple effects. For instance, I may soon be running a small D&D/Arcana Unearthed fusion game, and I plan to use the Armor as Damage reduction rules from Unearthed Arcana, but I then have to decide how thats going to affect spells and magic items that grant DR, for instance.
And yes, the core rules do now assume a certain level of wealth. Its built into the Challenge Rating system (of course the challenge rating system tends to suck anyway since its just a hard thing to define and on top of that it doesnt allow for the fact that groups frequently consist of more or less than 4 PCs)
Now as far as the "dungeonpunk" superpower, supposedly anime based feel of things, and to fast level advancement and all, that is all up to the DM, and the group as a whole, to decide what feel they do want, how fast they want to move etc, and altering those things is not terribly hard.
I happen to love both Anime and Tolkien and I dont see why those styles would have to be totally mutually exclusive. I think if WOTC would let go of the "D&Disms" and not try to target any specific audience, but just make a good game that can easily cater to many styles, we'd all be better off