Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How Far Could D&D Change--And STILL Be D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 8691169" data-attributes="member: 5889"><p>I think a key part is not just the mechanics, but presentation.</p><p></p><p>I still contend that part of the rejection of 4e was not the mechanics (several of them are quite good) but the presentation. 4e reads like a sterile textbook rather than a tome. It made things clinical instead of fantastical.</p><p></p><p>I think those elements are important, and that you can change a lot more than you might think at first glance and keep it dnd if you keep the spirit and flavor alive.</p><p></p><p></p><p>Mechanically, the question of "what is the true core of dnd" is always an interesting one. For me its probably these things:</p><p></p><p>1) Rolling dice for checks: I don't think ability scores are absolutely required, I don't think you have to have skills or X or Y. But at the end of the day, if your trying for something crazy and not having to roll a d20 + some number to do it....your not playing dnd.</p><p></p><p>2) Heroic Combat: Unlike some other people I don't think HP is absolutely required for dnd, but there does need to be the notion that I can play a raging barbarian that just runs into danger and not get immediately gaked. There has to be some form of "narrative protection" from danger, HP has been that traditional mechanic, but its not required. While gritty variants are often popular, they will never be the norm....the standard dnd player wants to fight a bunch of a monsters....and then do it again.</p><p></p><p>3) Monsters: If there is no book of monsters, its not dnd.</p><p></p><p>4) Spells: I don't think vancian spellcasting is required, I think many spellcasting mechanics can go out the window. But I do think the notion of self contained magic (I cast spell X and get effect Y everytime), is a key aspect of dnd's identity. If we were to shift to an Ars Magica style where you can just design your magical effects on the fly and make checks and see if it happens....it would turn things into a very different game.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8691169, member: 5889"] I think a key part is not just the mechanics, but presentation. I still contend that part of the rejection of 4e was not the mechanics (several of them are quite good) but the presentation. 4e reads like a sterile textbook rather than a tome. It made things clinical instead of fantastical. I think those elements are important, and that you can change a lot more than you might think at first glance and keep it dnd if you keep the spirit and flavor alive. Mechanically, the question of "what is the true core of dnd" is always an interesting one. For me its probably these things: 1) Rolling dice for checks: I don't think ability scores are absolutely required, I don't think you have to have skills or X or Y. But at the end of the day, if your trying for something crazy and not having to roll a d20 + some number to do it....your not playing dnd. 2) Heroic Combat: Unlike some other people I don't think HP is absolutely required for dnd, but there does need to be the notion that I can play a raging barbarian that just runs into danger and not get immediately gaked. There has to be some form of "narrative protection" from danger, HP has been that traditional mechanic, but its not required. While gritty variants are often popular, they will never be the norm....the standard dnd player wants to fight a bunch of a monsters....and then do it again. 3) Monsters: If there is no book of monsters, its not dnd. 4) Spells: I don't think vancian spellcasting is required, I think many spellcasting mechanics can go out the window. But I do think the notion of self contained magic (I cast spell X and get effect Y everytime), is a key aspect of dnd's identity. If we were to shift to an Ars Magica style where you can just design your magical effects on the fly and make checks and see if it happens....it would turn things into a very different game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Far Could D&D Change--And STILL Be D&D?
Top