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Has D&D become too...D&Dish?
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<blockquote data-quote="Digital M@" data-source="post: 2902536" data-attributes="member: 13987"><p>Of course MC and the other authors opinions imacted the feel of the game, that is what authors, creators and writers do. I think all of your questions were thoughly answered when 3E came out. Most of it was simple, such as faster lvl developement because according to research most campaigns didn't last longer than a year and faster advancement allowed players to experience more levels in the year. </p><p></p><p>D&D has always been high magic, that is what it is about. The idea of low magic gritty feel is a more recent development following a similar trend in popular fantasy writing. Anyways, it is a flexable enough system to modify to fit what you need.</p><p></p><p>IMO, the only thing really done poorly was the skill system. They wanted skills to play a greater part in the game, but were unable to come up with a simple balaced system to integrate them. Most classes don't get enough skill points to make use of them and therefor make skills somewhat worthless. But, you can tweak that easily enough as well. But this is for another thread altogether.</p><p></p><p></p><p>D&D was always high magic, was always about getting stuff and getting tough enough to kill kewl creatures that go bump in the night.</p></blockquote><p></p>
[QUOTE="Digital M@, post: 2902536, member: 13987"] Of course MC and the other authors opinions imacted the feel of the game, that is what authors, creators and writers do. I think all of your questions were thoughly answered when 3E came out. Most of it was simple, such as faster lvl developement because according to research most campaigns didn't last longer than a year and faster advancement allowed players to experience more levels in the year. D&D has always been high magic, that is what it is about. The idea of low magic gritty feel is a more recent development following a similar trend in popular fantasy writing. Anyways, it is a flexable enough system to modify to fit what you need. IMO, the only thing really done poorly was the skill system. They wanted skills to play a greater part in the game, but were unable to come up with a simple balaced system to integrate them. Most classes don't get enough skill points to make use of them and therefor make skills somewhat worthless. But, you can tweak that easily enough as well. But this is for another thread altogether. D&D was always high magic, was always about getting stuff and getting tough enough to kill kewl creatures that go bump in the night. [/QUOTE]
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