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Experts on other systems, why aren't they d&d?
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<blockquote data-quote="Lord Zardoz" data-source="post: 4771242" data-attributes="member: 704"><p>I have played Shadowrun, Changeling, Harn, Paranoia, and Call of Cthulhu, though only a few times each. Here is what I think qualifies a given version of D&D to be called D&D.</p><p></p><p>- DM sits behind a screen, makes crap up for players.</p><p>- D20 based action resolution mechanics</p><p>- The use of HP for tracking health</p><p>- Class based system</p><p>- Level advancement based on Experience points</p><p>- Core ability stats that determine effectiveness in a given class, Str, Dex, Con, Int, Wiz, Cha</p><p>- Midaeval Fantasy based sword and sorcery world (no modern tech / science)</p><p>- The presence of treasure and magic items</p><p>- The presence of monsters (Goblins, Orcs, Dragons, Beholders, Mind Flayers, etc)</p><p>- Fighter, Cleric, Wizard and Rogue / Thief are core classes</p><p>- Familiar iconic elements (+2 Sword, Gauntlets of Ogre Power, Hand and Eye of Vecna, Orbs of Dragon Kind)</p><p></p><p>Regarding radical changes in fluff, I think I see where you are coming from, specifically the changes to the roster of playable races in 4th edition. But even prior to 4th edition, there were elements added to the game that some may not have viewed as core. Thri-kreen from Darksun as a playable race, Tinker Gnomes and Kender in Dragonlance. Warforged, Artificers, and Magitech in Eberron. The entirety of the Oriental Adventures books. Psionics. As far as radical changes in Fluff goes, If someone was running a Darksun or Eberron game, or even just an otherwise normal game that included Psionics, I would still say they were playing D&D.</p><p></p><p>Regardless, I am willing to grant that for many, the changes to the classes to a Power based mechanic, and the inclusion of Dragonborn and Tieflings at the expense of Gnomes are enough of a change to put someone off the game. Darksun might have been D&D, but not everyone who liked D&D liked Darksun.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4771242, member: 704"] I have played Shadowrun, Changeling, Harn, Paranoia, and Call of Cthulhu, though only a few times each. Here is what I think qualifies a given version of D&D to be called D&D. - DM sits behind a screen, makes crap up for players. - D20 based action resolution mechanics - The use of HP for tracking health - Class based system - Level advancement based on Experience points - Core ability stats that determine effectiveness in a given class, Str, Dex, Con, Int, Wiz, Cha - Midaeval Fantasy based sword and sorcery world (no modern tech / science) - The presence of treasure and magic items - The presence of monsters (Goblins, Orcs, Dragons, Beholders, Mind Flayers, etc) - Fighter, Cleric, Wizard and Rogue / Thief are core classes - Familiar iconic elements (+2 Sword, Gauntlets of Ogre Power, Hand and Eye of Vecna, Orbs of Dragon Kind) Regarding radical changes in fluff, I think I see where you are coming from, specifically the changes to the roster of playable races in 4th edition. But even prior to 4th edition, there were elements added to the game that some may not have viewed as core. Thri-kreen from Darksun as a playable race, Tinker Gnomes and Kender in Dragonlance. Warforged, Artificers, and Magitech in Eberron. The entirety of the Oriental Adventures books. Psionics. As far as radical changes in Fluff goes, If someone was running a Darksun or Eberron game, or even just an otherwise normal game that included Psionics, I would still say they were playing D&D. Regardless, I am willing to grant that for many, the changes to the classes to a Power based mechanic, and the inclusion of Dragonborn and Tieflings at the expense of Gnomes are enough of a change to put someone off the game. Darksun might have been D&D, but not everyone who liked D&D liked Darksun. END COMMUNICATION [/QUOTE]
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