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General Tabletop Discussion
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How freely can a setting mess with core D&D mechanics?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 7860034" data-attributes="member: 42856"><p>I'd be wary of large changes affecting the game balance between classes, unless playtested well. You can dictate how the world behaves, even if it's weird -- up to the infinite respawning at the Jorasco hospital -- but players get to choose their class and build their character idea. If the restrictions linked to a world make one of the characters basic concepts very underpowered and unable to contribute meaningfully, then I guess it's straying too much from the base rules. </p><p></p><p>For the rest, you can get wild as long as the world described is coherent with the rule modifications. You can't have the ubiquitous low-level magic of Eberron without some way to mass-produce this magic...</p><p></p><p></p><p></p><p>That's pretty minor and explained in game during the campaign. It is good, as the world reacted to it and it was even shown to the player in the first scenario of the adventure path with the king removing his signet ring to be whisked away by teleportation. More serious change in the fundamental working of the world should bring more drastic reaction (a no-death world would be full of reckless persons and if you wanted to keep an enemy out, you'd develop a very secure prison system to make sure they can't just hit their head on the wall to "respawn" somewhere else...)</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7860034, member: 42856"] I'd be wary of large changes affecting the game balance between classes, unless playtested well. You can dictate how the world behaves, even if it's weird -- up to the infinite respawning at the Jorasco hospital -- but players get to choose their class and build their character idea. If the restrictions linked to a world make one of the characters basic concepts very underpowered and unable to contribute meaningfully, then I guess it's straying too much from the base rules. For the rest, you can get wild as long as the world described is coherent with the rule modifications. You can't have the ubiquitous low-level magic of Eberron without some way to mass-produce this magic... That's pretty minor and explained in game during the campaign. It is good, as the world reacted to it and it was even shown to the player in the first scenario of the adventure path with the king removing his signet ring to be whisked away by teleportation. More serious change in the fundamental working of the world should bring more drastic reaction (a no-death world would be full of reckless persons and if you wanted to keep an enemy out, you'd develop a very secure prison system to make sure they can't just hit their head on the wall to "respawn" somewhere else...) [/QUOTE]
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How freely can a setting mess with core D&D mechanics?
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