Dungeons & Dragons: Is anything essential?

crazypixie said:
Actually...well, not just SJ alone...I wouldn't want to see Munchkin D&D or GURPS D&D, but some of the design concepts behind GURPS could make for some interesting twists to D&D as we know it.

Actually, there are a Munchkin d20 PH, d20 DMG, and d20 MM that have been around for years. I considered getting them with payment credit when I used to do game reviews for Pyramid. I think they are something like 16 or 32 page hardcovers each :)
 

log in or register to remove this ad

kibbitz said:
All that, and I'd add the magic system, spell list and magic item lists. I can't say I like them, but I know that I wouldn't consider the system D&D without them.
Are there specific spells or magic items that are essential, such as fireball or +1 longswords, or does the game just need a long list of spells/items? For example I'm sure you could take away Keoghtom's Ointment or the Apparatus of Kwalish and no one would notice.
 

Whizbang Dustyboots said:
What in True20 or Saga doesn't feel like D&D to you, beyond the setting-specific stuff?
I guess I should be specific. I really don't like the damage system of True 20. Saga seems a little too much like D20 Modern/Future Star Wars, plus the skill system of Saga is just carp IMO..
 

Frukathka said:
I guess I should be specific. I really don't like the damage system of True 20. Saga seems a little too much like D20 Modern/Future Star Wars, plus the skill system of Saga is just carp IMO..
I'll have to look at Saga more closely, but it sounds sufficiently like D&D to me. I agree that damage saves would change the game, although I remember when skills being added to the game in 2E threw me for a loop.
 

Doug McCrae said:
Are there specific spells or magic items that are essential, such as fireball or +1 longswords, or does the game just need a long list of spells/items? For example I'm sure you could take away Keoghtom's Ointment or the Apparatus of Kwalish and no one would notice.
Fireball is as close to a sacred cow as I can think of, as far as spells go.
 

I deny the existence of an essential "D&Dness". Whatever the company that holds the trademark publishes with a "Dungeons and Dragons" logo on the cover is *real* D&D. The only point of defining certain things as "D&D" or "unD&D" is so that you can point to those who play differently and act superior, because you like the real game, not this newfangled fake thing the kids are all playing. See: diaglo. :p

I'm not a big fan of alignment, classes, or levels, but it doesn't bother me if someone else likes them. Confuses me a bit perhaps, but if you're having fun you're doing it right.
 

Levels, hp.

I haven't tried Buy the Numbers which pretty much does away with levels for ala carte xp purchase of abilities, but I think it would feel a little too GURPSy for me to consider a game as "D&D" that used that wholly instead of levels. True20 I believe uses a saving throw hp mechanic, and that would feel a bit too mechanically different for me as well.

I'm fine with changing classes or race options or whatnot.
 

Whizbang Dustyboots said:
I'll have to look at Saga more closely, but it sounds sufficiently like D&D to me. I agree that damage saves would change the game, although I remember when skills being added to the game in 2E threw me for a loop.
Unless I am mistaken, Non-Weapon Proficiencies were introduced in 1st Edition as optional.
 



Pets & Sidekicks

Remove ads

Top