arscott
First Post
D&D breaks in only two places:
(1) when the rules no longer support the setting's theme. When you're playing cthulhuesque fantasy, but the Wizard is still flinging fireballs without risking his sanity, it doesn't feel right.
To counteract that, you change whatever rules you need to until the rules do support the setting's theme. Which brings us to:
(2) When it still works fine, but you've changed the rules so much that it doesn't feel right to call it D&D. Mutants and Masterminds, Grim Tales, Call of Cthulhu, and whatever else. They're still d20, but the D&D label doesn't fit, and if you use it you're only causing confusion.
(1) when the rules no longer support the setting's theme. When you're playing cthulhuesque fantasy, but the Wizard is still flinging fireballs without risking his sanity, it doesn't feel right.
To counteract that, you change whatever rules you need to until the rules do support the setting's theme. Which brings us to:
(2) When it still works fine, but you've changed the rules so much that it doesn't feel right to call it D&D. Mutants and Masterminds, Grim Tales, Call of Cthulhu, and whatever else. They're still d20, but the D&D label doesn't fit, and if you use it you're only causing confusion.