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*Pathfinder & Starfinder
Defining its own Mythology
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<blockquote data-quote="resistor" data-source="post: 3908492" data-attributes="member: 9142"><p>Planescape has the nice trait of being able to absorb lots of new additions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I don't particularly like the Red Wizards being in the 3.5e DMG. If I had my way, they wouldn't be. However, what has really pushed me over the edge from "discontent but still holding out hope that it'll be better than it seems" to "almost certainly not buying it" was when the redefined flavor started to spill over from "examples" (like, say, a Red Wizard) to more central mechanics.</p><p></p><p>I think the Golden Wyvern Adept feat (discussed in other threads) is a good example of this phenomenon. Yes, I could rename it. But do you know how hard it is to get players who aren't as invested as me to remember the names of their abilities? Even when the names MEAN SOMETHING? How much harder do you think it will be when the name on the sheet doesn't match the name in the book?</p><p></p><p>With something like that, it's not just a matter of saying "I'm not using that" (like I could with the Red Wizards). I actually have to hand all my players a list a "table errata," and train them all to use different names for things.</p><p></p><p>That's is the designers <em>actively</em> getting in the way of me running a non-unified experience game (i.e. one that has no place for Golden Wyverns).</p></blockquote><p></p>
[QUOTE="resistor, post: 3908492, member: 9142"] Planescape has the nice trait of being able to absorb lots of new additions. :-) I don't particularly like the Red Wizards being in the 3.5e DMG. If I had my way, they wouldn't be. However, what has really pushed me over the edge from "discontent but still holding out hope that it'll be better than it seems" to "almost certainly not buying it" was when the redefined flavor started to spill over from "examples" (like, say, a Red Wizard) to more central mechanics. I think the Golden Wyvern Adept feat (discussed in other threads) is a good example of this phenomenon. Yes, I could rename it. But do you know how hard it is to get players who aren't as invested as me to remember the names of their abilities? Even when the names MEAN SOMETHING? How much harder do you think it will be when the name on the sheet doesn't match the name in the book? With something like that, it's not just a matter of saying "I'm not using that" (like I could with the Red Wizards). I actually have to hand all my players a list a "table errata," and train them all to use different names for things. That's is the designers [I]actively[/I] getting in the way of me running a non-unified experience game (i.e. one that has no place for Golden Wyverns). [/QUOTE]
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Defining its own Mythology
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