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How Close do you stick with the Game As Written?
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<blockquote data-quote="DMZ2112" data-source="post: 6423000" data-attributes="member: 78752"><p>For me, as a dungeon master, the name of the game is describing the widest possible field of options while deviating from the core rules as little as possible. </p><p></p><p>Case in point, my D&D5 Dragonlance conversion. I don't even like calling it a conversion; I'm just adapting the D&D5 rules to fit the setting elements of Dragonlance. Tinkers needed a new background, so I wrote one. The handler needed a new rogue archetype, so I designed one. But the Wizard of High Sorcery is not substantially different than the wizard as described in the D&D5 PHB (nor is it intended to be), so why fudge? Similarly, the Knight of Solamnia is easily represented by existing multiclassing rules and the Krynnish half-ogre fills the same niche as the core half-orc.</p><p></p><p>This also makes it very easy for my players; fewer things to remember beyond what's in the PHB. I am very excited that D&D5 is flexible enough to let me do these things without tremendous effort. If I am making sweeping changes to the rules I might as well write my own RPG, and if the rules of the RPG are so terrible that I can't make extensive use of them then I need to find another game.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6423000, member: 78752"] For me, as a dungeon master, the name of the game is describing the widest possible field of options while deviating from the core rules as little as possible. Case in point, my D&D5 Dragonlance conversion. I don't even like calling it a conversion; I'm just adapting the D&D5 rules to fit the setting elements of Dragonlance. Tinkers needed a new background, so I wrote one. The handler needed a new rogue archetype, so I designed one. But the Wizard of High Sorcery is not substantially different than the wizard as described in the D&D5 PHB (nor is it intended to be), so why fudge? Similarly, the Knight of Solamnia is easily represented by existing multiclassing rules and the Krynnish half-ogre fills the same niche as the core half-orc. This also makes it very easy for my players; fewer things to remember beyond what's in the PHB. I am very excited that D&D5 is flexible enough to let me do these things without tremendous effort. If I am making sweeping changes to the rules I might as well write my own RPG, and if the rules of the RPG are so terrible that I can't make extensive use of them then I need to find another game. [/QUOTE]
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