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Forgotten Realms, Greyhawk, and Canon: Stare Decisis in D&D
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<blockquote data-quote="Mannahnin" data-source="post: 9374483" data-attributes="member: 7026594"><p>I agree that OA is probably the best of the bunch. It has its issues, but it's a playable setting with interesting new classes and rules options, and some neat new ideas like the campaign events table.</p><p></p><p>UA contains mostly garbage. There are a few useful rules patches like the rules for spellbooks*, and expanded rules in the magic items and some of the additional spells. But the classes and Comeliness and social classes and weapon specialization and the munchkined races and most of it are trash.</p><p></p><p>WSG is even worse than UA. The weather systems are totally impractical. The proficiencies and sub-systems are at a fiddliness level that is the opposite of useful. Delta of Delta's D&D Hotspot has talked about how trying to implement the weather systems destroyed his college AD&D campaign, because they were so cumbersome but he was too stubborn to just chuck those systems in the trash where they belong.</p><p></p><p>DSG has some neat ideas for underdark adventuring, but overall has very little value. Barely more than WSG.</p><p></p><p>GHA I agree is pretty meh. There's some decent setting material, some neat new spells and magic items and monsters, but it never really grabbed me.</p><p></p><p>DLA is much more substantive and I think I'd rate it the best of the bunch if I were more interested in Krynn as a setting.</p><p></p><p>MotP I put in much the same category as the DSG and WSG. It's a book full of details about places your characters could go, which is full of systems to make the whole thing unplayably tedious and un-fun.</p><p></p><p>I might rank them something like:</p><p></p><p>1. OA</p><p>2. DLA</p><p>3. UA (for rules patches, magic items, a few spells)</p><p>4. GHA</p><p>5. DSG</p><p>6. MotP</p><p>7. WSG</p><p></p><p>*(Edit: Although even here, the evident lack of playtesting is glaring. The rules for how many spells a book can contain are really awkwardly phrased. And the MASSIVE value of captured spellbooks means that gems and jewelry and magic items, formerly at the top of the heap, look like poor cousins compared to a spellbook. People used to joke about knocking off first level spellcasters for their spellbook -worth at least 2,000xp or 4,000gp fresh out of apprenticeship)-being the highest value for lowest risk way to farm xp and gold. It really makes it look like Gary didn't think at all about how valuable these things would be for players to capture from enemy mages.)</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9374483, member: 7026594"] I agree that OA is probably the best of the bunch. It has its issues, but it's a playable setting with interesting new classes and rules options, and some neat new ideas like the campaign events table. UA contains mostly garbage. There are a few useful rules patches like the rules for spellbooks*, and expanded rules in the magic items and some of the additional spells. But the classes and Comeliness and social classes and weapon specialization and the munchkined races and most of it are trash. WSG is even worse than UA. The weather systems are totally impractical. The proficiencies and sub-systems are at a fiddliness level that is the opposite of useful. Delta of Delta's D&D Hotspot has talked about how trying to implement the weather systems destroyed his college AD&D campaign, because they were so cumbersome but he was too stubborn to just chuck those systems in the trash where they belong. DSG has some neat ideas for underdark adventuring, but overall has very little value. Barely more than WSG. GHA I agree is pretty meh. There's some decent setting material, some neat new spells and magic items and monsters, but it never really grabbed me. DLA is much more substantive and I think I'd rate it the best of the bunch if I were more interested in Krynn as a setting. MotP I put in much the same category as the DSG and WSG. It's a book full of details about places your characters could go, which is full of systems to make the whole thing unplayably tedious and un-fun. I might rank them something like: 1. OA 2. DLA 3. UA (for rules patches, magic items, a few spells) 4. GHA 5. DSG 6. MotP 7. WSG *(Edit: Although even here, the evident lack of playtesting is glaring. The rules for how many spells a book can contain are really awkwardly phrased. And the MASSIVE value of captured spellbooks means that gems and jewelry and magic items, formerly at the top of the heap, look like poor cousins compared to a spellbook. People used to joke about knocking off first level spellcasters for their spellbook -worth at least 2,000xp or 4,000gp fresh out of apprenticeship)-being the highest value for lowest risk way to farm xp and gold. It really makes it look like Gary didn't think at all about how valuable these things would be for players to capture from enemy mages.) [/QUOTE]
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