Mourn said:Are you suggesting that a book saying "Golden Wyvern Adept" is preventing you from making up your own names? I don't see how an implied setting that is consistent (as opposed to 3e's implied setting that is inconsistent) impinges your "freedom" to do that in any way.
I'm saying that naming a feat after an order in the fluff is going too far. Because it is now linked to the core rules, removing the order now means that I either have to rename the feat so my players can remember what it does, or field questions about what the order is every second or third session.
You think I'm exaggerating, don't you? I wish!
Mourn said:Could we get an explanation for this? I've never seen a single person that claims this actually provide a logical rationale for why this is the case. It always just comes down to the claim, with no evidence to support it.
Others have already answered this better than I can with only a few minutes to spare at work before the next meeting. The problem is that the fluff is being woven into the mechanics, making it harder to change the assumptions made in the fluff.
Mourn said:Or they know how many new people are turned off by having to spend time worldbuilding before they can even start playing the game. Other games make it easy for you to sit down, roll up sone characters, and start having fun, but D&D has always made this more difficult for new players by requiring them to buy more supplements (adventures, settings, etc.).
Huh? Any time I've done worldbuilding for a first session with new players, the work has largely gone to waste.
Sadly, it seems that most first nights need only a tavern, a barmaid, and a plot hook, and enough encounters for them to need to stop and rest, preferably set in some generic location like a dark wood, some ruins or a cave complex.
Once they're victorious, then you need to have a town for them to return to to spend their money. Gee a town, sounds like a lot of work. In fact, all you need is a few shopkeepers, and that tavern again. Oh, and the next plot hook.
I have never felt a need for a fully-mapped out town, let alone the surrounding geography. Having it deliberately vague in fact suits my needs better, as I can insert plot-relevant details as necessary.