How many changes before it goes from D&D to "d20 Generic Fantasy"

FireLance said:
In all seriousness, I think the only criteria for me is: it's got the D&D logo on it.

Oh look, it's D&D!

markjohnson.jpg

upl_man_582.jpg

thumb_product.php


http://www.ddguitarpicks.com/
http://www.dndguns.com/
http://www.ddperformance.com/
http://www.thebilliardstour.com/
http://aluminumv8.com/

...and let's not forget the special online services!

http://www.dndtransport.com/
http://www.dandd.com/
http://www.thedanddbuilding.com/about.htm

Gotta catch'em all, I'm a "completist" :cool:




[sorry, that was mean... but i couldn't resist :p ]
 

log in or register to remove this ad

Personally, I'm not too sure about any distinction between D&D and d20 generic fantasy. I mean, it's a system that's intended to support multiple campaign settings with different themes, tones, and fluff assumptions. To me, that means that it ought to be fairly generic, in the first place. If (against all evidence and expectations) 4th Edition turned out to have point-based character generation and a resolution mechanic based on d6 dice pools, it'd still be D&D, and I'd still be interested in it.
 

GreatLemur said:
To me, that means that it ought to be fairly generic, in the first place. If (against all evidence and expectations) 4th Edition turned out to have point-based character generation and a resolution mechanic based on d6 dice pools, it'd still be D&D, and I'd still be interested in it.
Exactly. D&D was originally a system for people to make their own games around. If it's a generic fantasy RPG that bares the name D&D, its D&D to me. Take away THAC0, its still D&D. Take away races only able to take thief unlimited and every other class up to a certain level, its still D&D. Take away traps with instant kills, its still D&D.

D&D has evolved over time just as all games must keep up with current market trends. WotC's decisions feel they are doing just that. Good or ill, they feel they are making it more inline with today's market.
 




For me, the following are required to make it D&D:

Dungeoncrawling. That should always be the main focus of the game. There can be other things to do as well, but D&D isn't D&D if you don't spend most of your time crawling through a dungeon(or temple, or forest, or whatever) killing monsters.

Class and level system. Point buy really doesn't suit D&D. Being a level 10 fighter really means something and is far more evocative to me than some guy that has 10 points in the attack skill and calls himself a fighter.

Party composition is important. The default assumption that the average party is fighter, rogue, mage, cleric is a big part of D&D to me. Now, the fighter doesn't neccessarily have to be a fighter. The classes could all be variants of some sort(eg, druid instead of cleric), but the basic party structure has alot of appeal to me.

The twenty sided die. Optimally this should be used for most task resolution, especially involving life and death. I'm sure there's better ways of doing it(a d20 is a very random thing, after all), but it isn't D&D unless you're using a twenty sided die.

Hit points. Sure, they are unrealistic as heck. Sure, there are probably better ways of handling injury. But that wouldn't be D&D. I like my epic dragonslaying heroes to be able to view the local town guard with utter contempt. If a high level character is going to die, it should be from a dragon or beholder, not from a peasant with a knife or from falling damage. D&D isn't a simulation of reality. It's a game about going into dungeons and killing the dragons therein.
 

Li Shenron said:
Classes
Races
Levels and XP
Attack rolls vs AC
Turns in initiative order
Saving throws
Hit points
Ability scores that are (at least in the basic rule) rolled from 3 to 18
Spells defined individually one by one
Spell slots per day
Spell levels
Spell preparation (at least for some classes)

Plus a bunch of specific iconic classes, iconic monsters, iconic spells, and iconic magic items.

I agree with pretty much all of this. Stuff that is rated by plusses is also a requirement. As are gazebos.
 


Thurbane said:
I'm just curious, what exactly would it take for D&D to stop being D&D to you?

DnD is a set of rules. Sometimes the rules are changed. Sometimes I change the rules, or another DM change them. Settings and fluff never enter into the equation.
 

Remove ads

Top