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Eberron: Rising from the Last War Coming For D&D In November
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<blockquote data-quote="Remathilis" data-source="post: 7791920" data-attributes="member: 7635"><p>He'd be much more persuasive if he hadn't abandoned reason for madness. </p><p></p><p></p><p></p><p>Here is my difficulty with this argument: I make an elf fighter for a campaign on Oerth and I make an elf fighter for a campaign on Faerun. What makes those two characters different? It surely something more than "one has a greater chance of meeting a dragonborn than the other", right? I'm told Greyhawk is... well, Greyer. More Sword and Sorcery than high fantasy. Less heroes, more mercenaries. Alignments are muddier, etc. Nothing, in that description, precludes honor-bound warlike dragon-humanoids and sinister, devil-touched humanoids. In fact, they are more S&S feeling that halflings or gnomes are! </p><p></p><p>Which is to my point: settings are 90% tonal, 10% map. Eberron has literally everything in D&D (its a selling point) but with a twist to make it tonally unique. Dark Sun, Ravenloft, DragonLance, etc, all have their own tones of D&D (post-apocalypse, gothic horror, and epic fantasy respectfully). Greyhawk's theme can endure dragonborn, tieflings, and a helluvalot more than we give it credit for. </p><p></p><p></p><p></p><p>For three editions of D&D (1e, 2e, 3e) FR and Greyhawk shared the same slate of PHB races (human, elf, dwarf, halfling, half-elf, gnome, half-orc). Adding two more doesn't break it. There are plenty of ways to make those two races distinct, just like there are plenty of ways to make a GH and FR elf distinct. </p><p></p><p></p><p></p><p>The 1980s were 30 years ago. Fantasy and the game have both evolved. Honestly, I don't see why your description of dragonborn (make them come from the far west across the desert as recent travelers and mercs) and tieflings (scions of Iuz and his minions) can't just be cannon. We're not talking a dragonborn nation, but a new race that occasionally appears across the Flanaess offer their sword in exchange for coin doesn't disrupt the game any more than making orcs playable does. </p><p></p><p>Expand, grow, free your mind.</p><p></p><p></p><p></p><p>In official products, I prefer a simple credo: give as many options as possible. For example: Ravnica (since its based on MtG lore) doesn't really have examples of every class in the PHB. Monks, bards, and warlocks in particular don't have anything directly resembling it in the card game. WotC could have been well within their right to exclude those classes for a truer feel, but they instead make them work. Not in a sidebar, but in the main text. If a setting that, up to that point shared 10% of the DNA 5e could make all the classes work, something like Greyhawk with shares 99% of the DNA of 5e can do the same.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7791920, member: 7635"] He'd be much more persuasive if he hadn't abandoned reason for madness. Here is my difficulty with this argument: I make an elf fighter for a campaign on Oerth and I make an elf fighter for a campaign on Faerun. What makes those two characters different? It surely something more than "one has a greater chance of meeting a dragonborn than the other", right? I'm told Greyhawk is... well, Greyer. More Sword and Sorcery than high fantasy. Less heroes, more mercenaries. Alignments are muddier, etc. Nothing, in that description, precludes honor-bound warlike dragon-humanoids and sinister, devil-touched humanoids. In fact, they are more S&S feeling that halflings or gnomes are! Which is to my point: settings are 90% tonal, 10% map. Eberron has literally everything in D&D (its a selling point) but with a twist to make it tonally unique. Dark Sun, Ravenloft, DragonLance, etc, all have their own tones of D&D (post-apocalypse, gothic horror, and epic fantasy respectfully). Greyhawk's theme can endure dragonborn, tieflings, and a helluvalot more than we give it credit for. For three editions of D&D (1e, 2e, 3e) FR and Greyhawk shared the same slate of PHB races (human, elf, dwarf, halfling, half-elf, gnome, half-orc). Adding two more doesn't break it. There are plenty of ways to make those two races distinct, just like there are plenty of ways to make a GH and FR elf distinct. The 1980s were 30 years ago. Fantasy and the game have both evolved. Honestly, I don't see why your description of dragonborn (make them come from the far west across the desert as recent travelers and mercs) and tieflings (scions of Iuz and his minions) can't just be cannon. We're not talking a dragonborn nation, but a new race that occasionally appears across the Flanaess offer their sword in exchange for coin doesn't disrupt the game any more than making orcs playable does. Expand, grow, free your mind. In official products, I prefer a simple credo: give as many options as possible. For example: Ravnica (since its based on MtG lore) doesn't really have examples of every class in the PHB. Monks, bards, and warlocks in particular don't have anything directly resembling it in the card game. WotC could have been well within their right to exclude those classes for a truer feel, but they instead make them work. Not in a sidebar, but in the main text. If a setting that, up to that point shared 10% of the DNA 5e could make all the classes work, something like Greyhawk with shares 99% of the DNA of 5e can do the same. [/QUOTE]
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