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Experts on other systems, why aren't they d&d?
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<blockquote data-quote="TerraDave" data-source="post: 4766554" data-attributes="member: 22260"><p>I did this pole a while ago:</p><p></p><p><a href="http://www.enworld.org/forum/d-d-4th-edition-rules/205162-what-must-d-d-have-giant-poll.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-rules/205162-what-must-d-d-have-giant-poll.html</a></p><p></p><p>Actually before 4E, but from it, 4E has these things in common with past editions. Though some parts have changed:</p><p></p><p>Dice: d20s, d4s, d6s, d8s, d10s, d12s, d100s</p><p></p><p>Abilities: the classic 6, ranging from 3-18, or (or 19 or 20)</p><p></p><p>Alignment: chaos, law, evil, good</p><p></p><p>Races, both in general and specifically: human, dwarf, elf, variant elf, halfling, gnome</p><p></p><p>Classes, both in general and specifically: : fighter, rogue/thief , wizard/magic-user, cleric, ranger, paladin, barbarian, druid, bard </p><p></p><p>Character level and XP (for defeating monsters)</p><p></p><p>HP & AC (as damage avoidance) </p><p></p><p>“Fire and forget” magic (including more explicit vancian magic for wizards)</p><p></p><p>Mechanics for listning, sneaking, finding traps, and climbing walls. </p><p></p><p>Many (statistically) different kinds of armor and weapons</p><p></p><p>Gems, gold (coins), and magic items</p><p></p><p>Dungeon, Wilderness, and (maybe) city adventuring</p><p></p><p>Monsters: dragons, orcs, kobolds, goblins (and kin), giants, trolls, beholders, mind-flayers, drow, giant/dire insects and animals, elementals (and kin), demons and devils, fey, griffons and minators (and so on), dinosaurs, tarasque, evil humans </p><p></p><p>Whats interesting is that there are plenty of RPGs that have few of things, and or deemphasize them. But there are also plenty of RPGs that have most of these.</p><p></p><p>But how many have ALL of them? And wouldn't that be a D&D clone?</p></blockquote><p></p>
[QUOTE="TerraDave, post: 4766554, member: 22260"] I did this pole a while ago: [url]http://www.enworld.org/forum/d-d-4th-edition-rules/205162-what-must-d-d-have-giant-poll.html[/url] Actually before 4E, but from it, 4E has these things in common with past editions. Though some parts have changed: Dice: d20s, d4s, d6s, d8s, d10s, d12s, d100s Abilities: the classic 6, ranging from 3-18, or (or 19 or 20) Alignment: chaos, law, evil, good Races, both in general and specifically: human, dwarf, elf, variant elf, halfling, gnome Classes, both in general and specifically: : fighter, rogue/thief , wizard/magic-user, cleric, ranger, paladin, barbarian, druid, bard Character level and XP (for defeating monsters) HP & AC (as damage avoidance) “Fire and forget” magic (including more explicit vancian magic for wizards) Mechanics for listning, sneaking, finding traps, and climbing walls. Many (statistically) different kinds of armor and weapons Gems, gold (coins), and magic items Dungeon, Wilderness, and (maybe) city adventuring Monsters: dragons, orcs, kobolds, goblins (and kin), giants, trolls, beholders, mind-flayers, drow, giant/dire insects and animals, elementals (and kin), demons and devils, fey, griffons and minators (and so on), dinosaurs, tarasque, evil humans Whats interesting is that there are plenty of RPGs that have few of things, and or deemphasize them. But there are also plenty of RPGs that have most of these. But how many have ALL of them? And wouldn't that be a D&D clone? [/QUOTE]
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