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Embracing the D&Disms
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<blockquote data-quote="A'koss" data-source="post: 1685125" data-attributes="member: 840"><p>"So you throw out the stuff you don't want, and keep the stuff you like..." still falls under molding the rules to suit your style of play that I was getting at. You can mold D&D to support an even <em>higher powered</em> Dragonball Z anime style of play -if that's what you want- but what I'm saying is that core D&D has a certain style - a <em>D&D style</em>. Except on a very superfical level, it doesn't replicate the style or the feel of LotR, Conan, Fafrd and Grey Mouser, Elric and so on. If you have a younger group I think it is easier to handwave the potential fallout of the rules on the setting, but once your players start to question it - you either have to embrace it... or change it.</p><p>I'm a big proponant of changing the rules to help set the tone you're looking for and I don't think people should be afraid or discouraged from experimenting on their own - even with even large rule modifications. We have a House Rules forum for those who need help... and playtesting will sort out what works and what doesn't in fairly short order. </p><p> </p><p>We've removed (by and large) Teleport and most transportation style spells from our game because we wanted to bring in exotic mounts as the means for higher level characters to get around. Most of our powerful divinations require you to be at a certain site at a certain time of year with the celestial alignment "just so"... in addition to having the proper materials (or sacrifice) and the proper spell. Even from just the two changes here you can probably begin to understand a little of the feel of the campaign we're trying to create.</p><p> </p><p>Cheers,</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1685125, member: 840"] "So you throw out the stuff you don't want, and keep the stuff you like..." still falls under molding the rules to suit your style of play that I was getting at. You can mold D&D to support an even [i]higher powered[/i] Dragonball Z anime style of play -if that's what you want- but what I'm saying is that core D&D has a certain style - a [i]D&D style[/i]. Except on a very superfical level, it doesn't replicate the style or the feel of LotR, Conan, Fafrd and Grey Mouser, Elric and so on. If you have a younger group I think it is easier to handwave the potential fallout of the rules on the setting, but once your players start to question it - you either have to embrace it... or change it. I'm a big proponant of changing the rules to help set the tone you're looking for and I don't think people should be afraid or discouraged from experimenting on their own - even with even large rule modifications. We have a House Rules forum for those who need help... and playtesting will sort out what works and what doesn't in fairly short order. We've removed (by and large) Teleport and most transportation style spells from our game because we wanted to bring in exotic mounts as the means for higher level characters to get around. Most of our powerful divinations require you to be at a certain site at a certain time of year with the celestial alignment "just so"... in addition to having the proper materials (or sacrifice) and the proper spell. Even from just the two changes here you can probably begin to understand a little of the feel of the campaign we're trying to create. Cheers, A'koss. [/QUOTE]
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