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<blockquote data-quote="AbdulAlhazred" data-source="post: 5883334" data-attributes="member: 82106"><p>Exactly. Out of the box D&D has ALWAYS had particular characteristics. The power curve for characters has varied somewhat over the years, but it has played pretty close to the same way in all editions. At level 1 the PCs are a cut above the normal man, and capable of much more potentially. At some point, pretty quickly, they completely surpass any normal NPC human(oid) and any realistic human. Before too long beyond that they're capable of surviving things and defeating things that the normal "0 level" humans of the world could never defeat except maybe under highly favorable circumstances (500 level 0 bowmen mass firing at close range in pretty much any edition could defeat many monsters up to a point). Beyond that the PCs become almost godlike superheroes and can defeat things that would laugh at entire armies, and defeat said armies themselves to boot.</p><p></p><p>This is part of the essence of what makes D&D "D&D". I like D&D. I like other RPGs too. I'm perfectly happy if people can adjust the way they play D&D as long as the ability to do that doesn't adversely impact D&D's core play style.</p><p></p><p></p><p></p><p>Agreed. I think in order to accommodate both a nearly flat power curve where PCs can always be threatened (which means defeated) by a few non-adventurer bowmen AND the typical D&D power curve is asking a lot from one game. At best what I'm seeing is the suggestion that the entire Monster Manual would have to be different, rules for hit points, damage, and defenses would have to be different, and probably other things as well. </p><p></p><p>That just doesn't sound like the same rule system. It might be VERY similar and it is probably possible to create these things as variations on a set of common core mechanics. In effect though I'd have to buy different books, different adventures, maybe even different settings in order to play these different variations. It might make sense to WotC to brand all these things D&D, but I'm not really sure that would be a great idea. It SURE wouldn't make it easy for someone trying to get into the game to understand which books and supplements and which optional rules to use. </p><p></p><p>IMHO D&D really should be designed around its traditional play style as much as possible. It should do that play style really well. It should showcase that play style and nurture it and explain it so that people know what D&D is and what it does. Sure, it should allow for some variations around that, but all those should be lesser choices that all serve basically the core play style of D&D. Trying to be all things to all players is simply going to, IMHO, not work. At best it will be horribly confusing and complicated and thus make it very hard for people to use D&D as an entry point into RPGs.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5883334, member: 82106"] Exactly. Out of the box D&D has ALWAYS had particular characteristics. The power curve for characters has varied somewhat over the years, but it has played pretty close to the same way in all editions. At level 1 the PCs are a cut above the normal man, and capable of much more potentially. At some point, pretty quickly, they completely surpass any normal NPC human(oid) and any realistic human. Before too long beyond that they're capable of surviving things and defeating things that the normal "0 level" humans of the world could never defeat except maybe under highly favorable circumstances (500 level 0 bowmen mass firing at close range in pretty much any edition could defeat many monsters up to a point). Beyond that the PCs become almost godlike superheroes and can defeat things that would laugh at entire armies, and defeat said armies themselves to boot. This is part of the essence of what makes D&D "D&D". I like D&D. I like other RPGs too. I'm perfectly happy if people can adjust the way they play D&D as long as the ability to do that doesn't adversely impact D&D's core play style. Agreed. I think in order to accommodate both a nearly flat power curve where PCs can always be threatened (which means defeated) by a few non-adventurer bowmen AND the typical D&D power curve is asking a lot from one game. At best what I'm seeing is the suggestion that the entire Monster Manual would have to be different, rules for hit points, damage, and defenses would have to be different, and probably other things as well. That just doesn't sound like the same rule system. It might be VERY similar and it is probably possible to create these things as variations on a set of common core mechanics. In effect though I'd have to buy different books, different adventures, maybe even different settings in order to play these different variations. It might make sense to WotC to brand all these things D&D, but I'm not really sure that would be a great idea. It SURE wouldn't make it easy for someone trying to get into the game to understand which books and supplements and which optional rules to use. IMHO D&D really should be designed around its traditional play style as much as possible. It should do that play style really well. It should showcase that play style and nurture it and explain it so that people know what D&D is and what it does. Sure, it should allow for some variations around that, but all those should be lesser choices that all serve basically the core play style of D&D. Trying to be all things to all players is simply going to, IMHO, not work. At best it will be horribly confusing and complicated and thus make it very hard for people to use D&D as an entry point into RPGs. [/QUOTE]
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