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*Pathfinder & Starfinder
Eladrin, warlords, and unnecessary D&Disms
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<blockquote data-quote="rounser" data-source="post: 3843625" data-attributes="member: 1106"><p>Actually, no, you're on the wrong track about my position. The less D&Disms the better, IMO. They're game artefacts (as in, bits of noise, not magic relics) that are there for the purpose of making D&D a better game - or there just because someone thought it was cool, maybe - and compromise it's role as "pulp S&S fantasy simulation"...and for some of us, suspension of disbelief. I just don't buy that the average adventuring party has a "warlord", which makes it harder to believe in the game's world. A balance needs to be struck. The concepts and ideas behind the new classes and races are solid, but some of the names aren't.</p><p></p><p>You could throw the argument back at me and say, "elves are a D&Dism, many S&S worlds don't have them", but I'd defuse your argument by saying they have strong, strong, strong mythological basis and resonance. Wizards and magic likewise have strong mythological resonance, and belong. Eladrin don't, they're just a made-up word with no meaning, and it shows, which is a pity, because the concept behind them is strong and would fit...but with a name like that they don't belong in the core of the game, IMO.</p><p></p><p>What's in a name? A lot of information, and given that races and classes have their concept as their raison d'etre, the whole reason for bothering with a class system in the first place, IMO there's no room for compromise. Warlock is an excellent choice, warlord really poor, IMO. Needs to go back to the drawing board for something less specific in meaning.</p><p></p><p>Of course, nothing's perfect, and the game needs to compromise between the needs of D&D as a game and a simulation. But on the whole, if I could wipe out some of the more glaring D&Disms in the core (e.g. clerics, vancian magic, double weapons) <strong>without hurting the game elements of D&D</strong>, I'd do it. You'd end up with a very flexible palette to make S&S worlds with, which D&D already is to an extent...except for the D&Disms, and now they're adding some more unnecessarily, just based on some weird names. Remember that a whole lot of the appeal of D&D is as a fantasy world construction kit - WOTC should realise this by noting that the majority of players homebrew.</p><p></p><p>That's not to say don't have double weapons, classes with names like "hexblade", robot PCs, psionics, magic trains and such...just please put them somewhere optional, where they belong.</p></blockquote><p></p>
[QUOTE="rounser, post: 3843625, member: 1106"] Actually, no, you're on the wrong track about my position. The less D&Disms the better, IMO. They're game artefacts (as in, bits of noise, not magic relics) that are there for the purpose of making D&D a better game - or there just because someone thought it was cool, maybe - and compromise it's role as "pulp S&S fantasy simulation"...and for some of us, suspension of disbelief. I just don't buy that the average adventuring party has a "warlord", which makes it harder to believe in the game's world. A balance needs to be struck. The concepts and ideas behind the new classes and races are solid, but some of the names aren't. You could throw the argument back at me and say, "elves are a D&Dism, many S&S worlds don't have them", but I'd defuse your argument by saying they have strong, strong, strong mythological basis and resonance. Wizards and magic likewise have strong mythological resonance, and belong. Eladrin don't, they're just a made-up word with no meaning, and it shows, which is a pity, because the concept behind them is strong and would fit...but with a name like that they don't belong in the core of the game, IMO. What's in a name? A lot of information, and given that races and classes have their concept as their raison d'etre, the whole reason for bothering with a class system in the first place, IMO there's no room for compromise. Warlock is an excellent choice, warlord really poor, IMO. Needs to go back to the drawing board for something less specific in meaning. Of course, nothing's perfect, and the game needs to compromise between the needs of D&D as a game and a simulation. But on the whole, if I could wipe out some of the more glaring D&Disms in the core (e.g. clerics, vancian magic, double weapons) [b]without hurting the game elements of D&D[/b], I'd do it. You'd end up with a very flexible palette to make S&S worlds with, which D&D already is to an extent...except for the D&Disms, and now they're adding some more unnecessarily, just based on some weird names. Remember that a whole lot of the appeal of D&D is as a fantasy world construction kit - WOTC should realise this by noting that the majority of players homebrew. That's not to say don't have double weapons, classes with names like "hexblade", robot PCs, psionics, magic trains and such...just please put them somewhere optional, where they belong. [/QUOTE]
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