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Forked Thread: D&D: Generic and Specific Both?
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<blockquote data-quote="Remathilis" data-source="post: 4563768" data-attributes="member: 7635"><p>Then what then should be considered "core"? What becomes D&D baseline? What should be in the Players Handbook?</p><p></p><p>Demi-humans? One person doesn't use halflings, another doesn't have elves, and a third doesn't use them at all. Yet I use all of them and more. Do demi-humans belong in the "core?" Which?</p><p></p><p>What about clerics? (mace-wielding, spell-casting, buddy-healing, armor-wearing clergy). What about thieves? Monks? Barbarians? Druids? Paladins? Swashbucklers? Warlocks? Maybe we should have three generic classes like UA/True d20 or six like d20 Modern and allow people to make their own "classes"? </p><p></p><p>Repeat this with monsters, spells, magic items. Why does Mordenkainen's Hound get in the PHB, but not Elminster's Evasion or Strahd's Frightful Joining? </p><p></p><p>The problem is that no one really can agree on what is essential (core) to the game, and what isn't. </p><p></p><p>As a final note, there is one edition of D&D that is relatively generic. It had six of the most common fantasy races (human, dwarf, elf, halfling, gnome, half-elf) and nine classes representing classic archetypes (fighter, ranger, paladin, cleric, specialty priest (example druid), mage, specialist wizard (example illusionist), thief, bard) a passable method of customizing priesthoods, only a handful of named spells, an optional skills system, an explandable Monster Manual system that only include the monsters from the sources you want, and absolutely NO implied setting; no sample deities, no Greyhawk artifacts, no implied world beyond the "rules", no dragonborn, warforged, or other weird races except in the various supplemental rule-sets.</p><p></p><p>It was called Second Edition. Its the most typically reviled and skipped-over edition of D&D for precisely the reason it was too generic and betrayed Gary's implied world. It was also dull as dishwater.</p><p></p><p>Careful what you wish for...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4563768, member: 7635"] Then what then should be considered "core"? What becomes D&D baseline? What should be in the Players Handbook? Demi-humans? One person doesn't use halflings, another doesn't have elves, and a third doesn't use them at all. Yet I use all of them and more. Do demi-humans belong in the "core?" Which? What about clerics? (mace-wielding, spell-casting, buddy-healing, armor-wearing clergy). What about thieves? Monks? Barbarians? Druids? Paladins? Swashbucklers? Warlocks? Maybe we should have three generic classes like UA/True d20 or six like d20 Modern and allow people to make their own "classes"? Repeat this with monsters, spells, magic items. Why does Mordenkainen's Hound get in the PHB, but not Elminster's Evasion or Strahd's Frightful Joining? The problem is that no one really can agree on what is essential (core) to the game, and what isn't. As a final note, there is one edition of D&D that is relatively generic. It had six of the most common fantasy races (human, dwarf, elf, halfling, gnome, half-elf) and nine classes representing classic archetypes (fighter, ranger, paladin, cleric, specialty priest (example druid), mage, specialist wizard (example illusionist), thief, bard) a passable method of customizing priesthoods, only a handful of named spells, an optional skills system, an explandable Monster Manual system that only include the monsters from the sources you want, and absolutely NO implied setting; no sample deities, no Greyhawk artifacts, no implied world beyond the "rules", no dragonborn, warforged, or other weird races except in the various supplemental rule-sets. It was called Second Edition. Its the most typically reviled and skipped-over edition of D&D for precisely the reason it was too generic and betrayed Gary's implied world. It was also dull as dishwater. Careful what you wish for... [/QUOTE]
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