Ridley's Cohort
First Post
haakon1 said:Classic D&D (OD&D, AD&D, and 2nd Edition) were mostly about "iconic logic" -- monsters like ghosts, dragons, centaurs, and orcs that pretty much do what everyone who knows mythology/Tolkien knows they do. Obviously, they had some non-iconic stuff -- owlbears and rust monsters, for instance -- but these things were not created based on mixing and matching game rules, but rather by inspiration of game designers. (In the case of the owlbear and rust monster, they were created by Gygax when he was looking at model "dinosaurs" -- a giant sloth and a ankylosaur, I believe.)
You are way way overstating your case.
Dragons sporting a new paint job to match their so-called "metagame logic" inspired breath weapons can be found in the 1e Monster Manual.
Dragons using some degree of magic is hardly new. Speaking dragons with what may be mechanically represented with Charm or Suggestion spells are hinted at in Tolkien and many other Western stories. In more modern times, LeGuin's Earth-Sea includes ancient dragons who speak only in True Speech, which implicitly makes them the equivalent of epic level archmages even if they do not bother to fling spells about whiolte on stage. Certainly once we wander away from the West we can find dragons of all kinds of magical potency.
3e is built much more on "metagame logic" -- stuff that only makes sense in the context of 3e D&D rules themselves. That's why we get things like half-dragon half-robot mystic theurge ninjas.![]()
Any flexible ruleset can support a wide range of things mechanically, some of which will inevitably be stupid. A DM must exercise some degree of editorial control -- a necessity in all editions of D&D.