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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How many changes before it goes from D&D to "d20 Generic Fantasy"
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<blockquote data-quote="Arkhandus" data-source="post: 3716332" data-attributes="member: 13966"><p>The fluff isn't going to go away, so it's not going to cease being D&D if they just stop using the Forgotten Realms, Greyhawk, and such. People will still find enough information on the settings and the planes and the denizens thereof, on the internet and from old supplements.</p><p></p><p>It would certainly be less like D&D if they just abandoned all the familiar settings, but it wouldn't matter too much. We'd all just cannibalize the old editions' fluff books for that.</p><p></p><p>The crunch is what matters for whether or not it's still D&D.</p><p></p><p>Classes with different roles and advantages (at least fighter/warrior, magic-user/wizard, priest/cleric, and thief/rogue among them, and there must be room for more than just the core few; there's always some extra optional classes of some sort), the traditional races with different benefits and drawbacks (humans, elves, dwarves, and probably halflings and gnomes, at least for me),</p><p></p><p>six ability scores (which must be Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma), Armor Class, Hit Points, class-based BAB or THAC0 or a very similar mechanic, saving throws, damage rolls based on weapon, attack qualities (like damage type and reach) based on weapon, many different weapons with different attributes (no generic 'medium cutting weapon' or whatnot), various kinds of armor and shield with different attributes,</p><p></p><p>equipment proficiencies, miscellaneous skills, different degrees of prowess with skills or proficiencies or both, 10 or more levels, Experience Points, multiclassing of some sort, classic D&D and mythological monsters, classic D&D magic (psuedo-Vancian with distinct spell slots and spell levels), classic D&D spells, and alignments.</p><p></p><p>Anything varying from that should be restricted to optional rules variants and supplements, not the core. For use once in a while, or by folks who prefer other game systems but play D&D only for the settings or larger playerbase to make a group from. IMHO of course.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3716332, member: 13966"] The fluff isn't going to go away, so it's not going to cease being D&D if they just stop using the Forgotten Realms, Greyhawk, and such. People will still find enough information on the settings and the planes and the denizens thereof, on the internet and from old supplements. It would certainly be less like D&D if they just abandoned all the familiar settings, but it wouldn't matter too much. We'd all just cannibalize the old editions' fluff books for that. The crunch is what matters for whether or not it's still D&D. Classes with different roles and advantages (at least fighter/warrior, magic-user/wizard, priest/cleric, and thief/rogue among them, and there must be room for more than just the core few; there's always some extra optional classes of some sort), the traditional races with different benefits and drawbacks (humans, elves, dwarves, and probably halflings and gnomes, at least for me), six ability scores (which must be Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma), Armor Class, Hit Points, class-based BAB or THAC0 or a very similar mechanic, saving throws, damage rolls based on weapon, attack qualities (like damage type and reach) based on weapon, many different weapons with different attributes (no generic 'medium cutting weapon' or whatnot), various kinds of armor and shield with different attributes, equipment proficiencies, miscellaneous skills, different degrees of prowess with skills or proficiencies or both, 10 or more levels, Experience Points, multiclassing of some sort, classic D&D and mythological monsters, classic D&D magic (psuedo-Vancian with distinct spell slots and spell levels), classic D&D spells, and alignments. Anything varying from that should be restricted to optional rules variants and supplements, not the core. For use once in a while, or by folks who prefer other game systems but play D&D only for the settings or larger playerbase to make a group from. IMHO of course. [/QUOTE]
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How many changes before it goes from D&D to "d20 Generic Fantasy"
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