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Favorite actual/wished for fantasy character that wouldn't work well with D&D rules
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<blockquote data-quote="Celebrim" data-source="post: 5147616" data-attributes="member: 4937"><p>Maybe its just the prespective that I have having played since 1e, but this doesn't seem like nearly as strong of an objection to me as it seems to be to you. In 1e, it was not at all unusual to buy a new module and find rules subsystems for dealing with particularly unusual encounters scattered throughout the text. Each month brought a new issue of Dragon magazine and new ideas on how to play. Everyone's campaign was modular and built from the rules sets they needed to capture the particular setting. To a greater or lesser extent this is true of every published setting for D&D. They all have unique rule subsystems, and often unique classes and unique spells and monsters. </p><p></p><p>Most D&D campaigns IME elimenate the majority of published materials, and most bring in a collection of house rules, third party material and semi-official sources (like Dragon). Perhaps there are tables out there which open up everything every printed for a system by WotC, but if that's the case its probably very early in an editions life cycle. And I scarcely prep an adventure that doesn't have something unique in it and which doesn't require me to invent some sort of rules subsystem to handle it. D&D handles a grim and gritty every man game every bit as well as it handles emulating Krynn, Dark Sun, Ravenloft, Planescape or Ebberon and with no more rules modification and perhaps a good deal less. Yet, outside the context of this argument, I doubt anyone would bat an eye at the claim that Dark Sun, Ravenloft, Planescape and Ebberon are D&D.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5147616, member: 4937"] Maybe its just the prespective that I have having played since 1e, but this doesn't seem like nearly as strong of an objection to me as it seems to be to you. In 1e, it was not at all unusual to buy a new module and find rules subsystems for dealing with particularly unusual encounters scattered throughout the text. Each month brought a new issue of Dragon magazine and new ideas on how to play. Everyone's campaign was modular and built from the rules sets they needed to capture the particular setting. To a greater or lesser extent this is true of every published setting for D&D. They all have unique rule subsystems, and often unique classes and unique spells and monsters. Most D&D campaigns IME elimenate the majority of published materials, and most bring in a collection of house rules, third party material and semi-official sources (like Dragon). Perhaps there are tables out there which open up everything every printed for a system by WotC, but if that's the case its probably very early in an editions life cycle. And I scarcely prep an adventure that doesn't have something unique in it and which doesn't require me to invent some sort of rules subsystem to handle it. D&D handles a grim and gritty every man game every bit as well as it handles emulating Krynn, Dark Sun, Ravenloft, Planescape or Ebberon and with no more rules modification and perhaps a good deal less. Yet, outside the context of this argument, I doubt anyone would bat an eye at the claim that Dark Sun, Ravenloft, Planescape and Ebberon are D&D. [/QUOTE]
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Favorite actual/wished for fantasy character that wouldn't work well with D&D rules
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