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<blockquote data-quote="KarinsDad" data-source="post: 3799303" data-attributes="member: 2011"><p>It often cannot handle the ideas without house rules.</p><p></p><p>If you want Rangers without spells, you have to houserule it.</p><p></p><p>If you want magic items created by Wizards without a feat, you have to houserule it.</p><p></p><p>His point that seems to be lost in the shuffle is that DND is a specific flavor based partially on fluff and partially on crunch.</p><p></p><p>That flavor does not translate to GURPS or HEROES or even HARP (which is a Rolemaster/DND blend) at all.</p><p></p><p>And with the number of changes in 4E, it might not translate well to 4E either. Sure, there were changes in 3E, but most of them were mechanical (e.g. the introduction of AoOs, a circular initiative system, etc.).</p><p></p><p>However, there were some 3E flavor changes. All Wizards got familiars (if they want). Rangers got species enemies and lost magic user spells. Although there are rules controlling this, these are mostly flavor changes. In the large scheme of things, they are relatively minor. A player can play a Wizard without a familiar and feel like 2E. A player can play a Ranger PC without having him try to track down species enemies and the additional divine spells make up for the klunkiness of losing a few magic user spells.</p><p></p><p></p><p>But, Rangers could still cast spells in 3E (as they could in 1E and 2E). If, for example, Rangers cannot cast spells at all in 4E, that is both a crunch and fluff change where it will not feel like a DND Ranger anymore. At least for some people.</p><p></p><p>There's a major difference between modifying which spells can be cast a little and preventing spells from being cast at all.</p><p></p><p>The designers could come up with a non-divine Ranger (i.e. stealth, scouting, etc.) and it wouldn't be a DND Ranger anymore, at least IMO.</p><p></p><p></p><p>I do think that if the designers cross certain lines, the game will not feel like DND as much or maybe hardly at all. Granted, we will all get used to it, but that's not exactly the point.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3799303, member: 2011"] It often cannot handle the ideas without house rules. If you want Rangers without spells, you have to houserule it. If you want magic items created by Wizards without a feat, you have to houserule it. His point that seems to be lost in the shuffle is that DND is a specific flavor based partially on fluff and partially on crunch. That flavor does not translate to GURPS or HEROES or even HARP (which is a Rolemaster/DND blend) at all. And with the number of changes in 4E, it might not translate well to 4E either. Sure, there were changes in 3E, but most of them were mechanical (e.g. the introduction of AoOs, a circular initiative system, etc.). However, there were some 3E flavor changes. All Wizards got familiars (if they want). Rangers got species enemies and lost magic user spells. Although there are rules controlling this, these are mostly flavor changes. In the large scheme of things, they are relatively minor. A player can play a Wizard without a familiar and feel like 2E. A player can play a Ranger PC without having him try to track down species enemies and the additional divine spells make up for the klunkiness of losing a few magic user spells. But, Rangers could still cast spells in 3E (as they could in 1E and 2E). If, for example, Rangers cannot cast spells at all in 4E, that is both a crunch and fluff change where it will not feel like a DND Ranger anymore. At least for some people. There's a major difference between modifying which spells can be cast a little and preventing spells from being cast at all. The designers could come up with a non-divine Ranger (i.e. stealth, scouting, etc.) and it wouldn't be a DND Ranger anymore, at least IMO. I do think that if the designers cross certain lines, the game will not feel like DND as much or maybe hardly at all. Granted, we will all get used to it, but that's not exactly the point. [/QUOTE]
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