Humanophile said:
It stopped being D&D when they got rid of size-based weapon damage, proficiencies, and THAC0.
Heh ... I remember when "THAC0" was a newfangled idea, and
D&D had been chugging along fine without it for years.
What makes
D&D? Honestly, for me, it's:
*The Dungeon. Other games have adventure locations, some of them even have underground complexes from time to time. But
D&D is the only game I've played where sooner or later, geometrically-shaped rooms on graph paper is always a major part of the gameplay.
*Iconic Monsters. Beholders, mind flayers, carrion crawlers, kobolds, drow, green rubbery trolls with broccoli for hair ... these things let you know you're playing
D&D rather than, say,
Tunnels and Trolls.
Anything else, as far as I'm concerned, is up for grabs. You could run a game using
Fantasy HERO in which the characters go down into a Dungeon and fight beholders -- I'd think of that as
D&D, and sign me up!
My own personal list of things I'd love to see gone from
D&D forever is pretty straightforward:
*You Are What You Wear.
D&D is way too gear-dependent for my tastes. I like class-based Defense Bonus; I like the
Conan d20 method of having stats go up across the board instead of having to wear a
headband of intellect and a
periapt of wisdom and
gauntlets of ogre power and a
ring of dexterity and a
belt of constitution and a
cloak of charisma and half-a-dozen
ioun stones whizzing around your head.
*Vancian Magic. I'd love to see that cow made into Sacred Hamburger.
One other thing I'd like to see is magic
scaling better.
Magic missile is a good example: it's a first level spell, but it's just as useful at 9th, as opposed to
sleep or
cure light wounds, which rapidly become useless just a few levels down the road. Who needs five versions of
cure X wounds? Just make a single
cure spell that levels up with the caster.
-The Gneech
