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General Tabletop Discussion
*Dungeons & Dragons
Design Space - What are the biggest gaps in 4th Edition?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5553953" data-attributes="member: 82106"><p>LOL. Honestly I do understand why people want this kind of stuff. It is hard to properly articulate my lack of enthusiasm for it. I don't think there IS or at least SHOULD BE a really truly 'generic' setting. I don't see D&D as so much of a 'kitchen sink' kind of thing where there needs to be a default assumed approach to everything that is detailed in the rules. EVERY setting is as unique as Feudal Japan, they all deserve unique treatment. There are many sorts of creatures for instance that I don't use in the game I'm running now. I agree, that isn't an argument for them to not exist, but creatures aren't general rules either, so the comparison isn't that good.</p><p></p><p>I dunno, maybe there's someone that can pull off a book about topic X in a way that is clever enough that it can cover a variety of styles etc as variations within a larger framework. I'd not insist that every possible variation would be covered as some of them really are niche enough that they don't justify that. I haven't seen that pulled off yet is all. Of course there's plenty of material out there I've not seen either.</p><p></p><p>My basic feeling is the core skills system coupled with other related character options IS the basement level of most of these kinds of things. Once you get more specific than that things get more problematic. Then again there are certainly some areas where I'd be happy to see more specific stuff. For instance nautical stuff. The thing there is it is far more about covering a technical area (sailing and related stuff) vs a cultural/social aspect of play. So I'd make a distinction there. A good discussion of how castles are built and how much they cost etc could fall into that category as well. Of course we do have some (admittedly pretty general) construction rules now. I thought that was a very nice UA article and really hit a good balance point. You could get more detailed in one game or just use it as-is in another. You could ignore it and do something else entirely and since it isn't core rules nobody is likely to complain.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5553953, member: 82106"] LOL. Honestly I do understand why people want this kind of stuff. It is hard to properly articulate my lack of enthusiasm for it. I don't think there IS or at least SHOULD BE a really truly 'generic' setting. I don't see D&D as so much of a 'kitchen sink' kind of thing where there needs to be a default assumed approach to everything that is detailed in the rules. EVERY setting is as unique as Feudal Japan, they all deserve unique treatment. There are many sorts of creatures for instance that I don't use in the game I'm running now. I agree, that isn't an argument for them to not exist, but creatures aren't general rules either, so the comparison isn't that good. I dunno, maybe there's someone that can pull off a book about topic X in a way that is clever enough that it can cover a variety of styles etc as variations within a larger framework. I'd not insist that every possible variation would be covered as some of them really are niche enough that they don't justify that. I haven't seen that pulled off yet is all. Of course there's plenty of material out there I've not seen either. My basic feeling is the core skills system coupled with other related character options IS the basement level of most of these kinds of things. Once you get more specific than that things get more problematic. Then again there are certainly some areas where I'd be happy to see more specific stuff. For instance nautical stuff. The thing there is it is far more about covering a technical area (sailing and related stuff) vs a cultural/social aspect of play. So I'd make a distinction there. A good discussion of how castles are built and how much they cost etc could fall into that category as well. Of course we do have some (admittedly pretty general) construction rules now. I thought that was a very nice UA article and really hit a good balance point. You could get more detailed in one game or just use it as-is in another. You could ignore it and do something else entirely and since it isn't core rules nobody is likely to complain. [/QUOTE]
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Design Space - What are the biggest gaps in 4th Edition?
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