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<blockquote data-quote="jmucchiello" data-source="post: 4866878" data-attributes="member: 813"><p>The 3.0E DMG (pg164) had combat statistics for archaic and modern handguns. It also had stats for futuristic weapons like "laser pistols" with "energy packs". If you create a 3e fighter or rogue and arm them with pistols (gunpowder or laser), you can play any sci-fi genre you want. Cyborgs and robot? examine Eberron's warforged for an example of adding such "races" to your game. Reskinning a Mind Flayer as an alien race is trivial. D&D supports genre-bending as well as it supports high fantasy or low fantasy. Sometimes you (yes, you) have to do some legwork to get the feel you want out of it. But the tools are there inside the core books of every edition.</p><p></p><p>That is was old-school truly is all about. Forget about player-skill vs character-skill. Forget about deathtraps and rolling up new characters twice a session (or not). Old-school had rule 0 just like 3E. But in the old-school way of playing rule 0 was also rule 1, 2, 3, 4, 5, 6, 7 and up. The books were a distant second behind the do it your way meaning behind rule 0. I played in 1E games with lasers, with flying ships, in worlds populated with elves and worlds where every intelligent being was human, games entirely within a single dungeon, games that had no underground environments, underdark locales, as generals on battle fields, with cities where for a few coppers you could teleport to its sister cities on the moon!</p><p></p><p>All of it was possible because each DM had his own ideas of what a "fantasy" world was like. And that was just 1E. And to support all those different elements the DMs had a single DMG, a single PHB, a single player's option book (Unearthed Arcana), and 3 slim monster manuals (MM1, Fiend Folio and MM2). All of those books are 128 pages except the DMG weighing in at 240. </p><p></p><p>So how did someone have lasers and how did ships fly? The DM made it up. You want firearms in 4e. Make it up. Or hunt around the Internet I'm sure someone has made it up. Any martial character should be able to substitute a firearm in the place of a (W) power. Or make it more 4E-ish if you wish, create a "tech" power source and make up some classes that know how to use futuristic gadgets that "ordinary" folk can't comprehend. Yes, this is work you would have to do. But if you did would you still be playing 4E? Of course. </p><p></p><p>Ultimately I'm saying the old-school definition of "support" is much-much-much broader than apparently what modern players mean when they say "support". 3E was similar. That's how all those 3rd party splatbooks got sold. (I even sold a few.)</p><p></p><p>When you pick up your 4E PHB don't you ever think about modifying some of the classes? Modify the rogue's allowed weapons to be falchion and scimitar, reskin his charisma powers to constitution and call him a whirling dervish. Or change his allowed weapons so he can use a laser pistol and a stungun and call him a futuristic bounty hunter. I'm making these up off the top of my head and have not looked at the PHB in months so these specific example may make no sense. The point is the rulebooks should be a gateway to imagination not a set of regulations you must follow.</p><p></p><p>I've probably rambled to long and I think I'm repeating myself so I'll stop here. Remember: there is no wrong way to play and your badwrongfun might be my goodperfectfun. To each their own.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 4866878, member: 813"] The 3.0E DMG (pg164) had combat statistics for archaic and modern handguns. It also had stats for futuristic weapons like "laser pistols" with "energy packs". If you create a 3e fighter or rogue and arm them with pistols (gunpowder or laser), you can play any sci-fi genre you want. Cyborgs and robot? examine Eberron's warforged for an example of adding such "races" to your game. Reskinning a Mind Flayer as an alien race is trivial. D&D supports genre-bending as well as it supports high fantasy or low fantasy. Sometimes you (yes, you) have to do some legwork to get the feel you want out of it. But the tools are there inside the core books of every edition. That is was old-school truly is all about. Forget about player-skill vs character-skill. Forget about deathtraps and rolling up new characters twice a session (or not). Old-school had rule 0 just like 3E. But in the old-school way of playing rule 0 was also rule 1, 2, 3, 4, 5, 6, 7 and up. The books were a distant second behind the do it your way meaning behind rule 0. I played in 1E games with lasers, with flying ships, in worlds populated with elves and worlds where every intelligent being was human, games entirely within a single dungeon, games that had no underground environments, underdark locales, as generals on battle fields, with cities where for a few coppers you could teleport to its sister cities on the moon! All of it was possible because each DM had his own ideas of what a "fantasy" world was like. And that was just 1E. And to support all those different elements the DMs had a single DMG, a single PHB, a single player's option book (Unearthed Arcana), and 3 slim monster manuals (MM1, Fiend Folio and MM2). All of those books are 128 pages except the DMG weighing in at 240. So how did someone have lasers and how did ships fly? The DM made it up. You want firearms in 4e. Make it up. Or hunt around the Internet I'm sure someone has made it up. Any martial character should be able to substitute a firearm in the place of a (W) power. Or make it more 4E-ish if you wish, create a "tech" power source and make up some classes that know how to use futuristic gadgets that "ordinary" folk can't comprehend. Yes, this is work you would have to do. But if you did would you still be playing 4E? Of course. Ultimately I'm saying the old-school definition of "support" is much-much-much broader than apparently what modern players mean when they say "support". 3E was similar. That's how all those 3rd party splatbooks got sold. (I even sold a few.) When you pick up your 4E PHB don't you ever think about modifying some of the classes? Modify the rogue's allowed weapons to be falchion and scimitar, reskin his charisma powers to constitution and call him a whirling dervish. Or change his allowed weapons so he can use a laser pistol and a stungun and call him a futuristic bounty hunter. I'm making these up off the top of my head and have not looked at the PHB in months so these specific example may make no sense. The point is the rulebooks should be a gateway to imagination not a set of regulations you must follow. I've probably rambled to long and I think I'm repeating myself so I'll stop here. Remember: there is no wrong way to play and your badwrongfun might be my goodperfectfun. To each their own. [/QUOTE]
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