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Hamunaptra: Egyptian Adventures
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<blockquote data-quote="Mouseferatu" data-source="post: 1884689" data-attributes="member: 1288"><p>Not a valid comparison, though. Our intent/mandate from the very beginning was to take the core aspects of D&D, and alter them for an Egyptian theme/feel. If we were going to introduce <em>new</em> races, however, we didn't want to go with anything we felt was overdone.</p><p></p><p>I'm sorry you haven't been thrilled with it so far. We took many details of the geography from the real world because it fit, and there was no reason not to.</p><p></p><p>Adventure-wise, we felt that--given our space constraints--it was better to include as much cultural/mechanical/setting info as we could, rather than include a sample adventure. Design decision, had to go one way or the other.</p><p></p><p>Same with the classes. While some are only thematically different, most are mechanically different in some shape, form, or fashion. But even if they'd been 100% mechanically identical, we still would have focused on them. As you just said regarding adventures, a product like this needs to show people how things are different, and how to play them as such. Surely nothing's more integral to that than ways in which core classes have changed?</p><p></p><p>All that said, I don't want to come across as arguing the validity of your opinion. If Hamunaptra isn't your cup o', so be it. But there's a reason for every decision we made; all you have to do is ask. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 1884689, member: 1288"] Not a valid comparison, though. Our intent/mandate from the very beginning was to take the core aspects of D&D, and alter them for an Egyptian theme/feel. If we were going to introduce [i]new[/i] races, however, we didn't want to go with anything we felt was overdone. I'm sorry you haven't been thrilled with it so far. We took many details of the geography from the real world because it fit, and there was no reason not to. Adventure-wise, we felt that--given our space constraints--it was better to include as much cultural/mechanical/setting info as we could, rather than include a sample adventure. Design decision, had to go one way or the other. Same with the classes. While some are only thematically different, most are mechanically different in some shape, form, or fashion. But even if they'd been 100% mechanically identical, we still would have focused on them. As you just said regarding adventures, a product like this needs to show people how things are different, and how to play them as such. Surely nothing's more integral to that than ways in which core classes have changed? All that said, I don't want to come across as arguing the validity of your opinion. If Hamunaptra isn't your cup o', so be it. But there's a reason for every decision we made; all you have to do is ask. :) [/QUOTE]
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