I'm talking rules as written and how the game has evolved. Yeah with some heavy rules alteration you can use d&d as any fantasy setting but d&d as written and evolved is its own genre. Kit bashing moves away from those core assumptions. Don't take my post as an insult, sure play as you wish. Nothing wrong with that at all. Use the rules as you wish but it takes heavy modification of the RAW to change those core assumptions and n most cases, it is a different game because it is so heavily modified.
And, I am going off 0e, 1e, 2e, and 3e core rules telling DMs that the RAW are guidelines - a starting point to be ignored and altered as necessary to tailor the game to the needs of the DM's campaign setting and group (I don't own 4e so I do not recall what if anything was written on the matter)
Granted, OE and 1e was pretty much DIY, but there were Dragon Magazine, Pegasus Magazine, Amateur Press fan-zines for the exchange of ideas as well as Mayfair Game's supplements for 1e. With 2e and 3e, however, we were presented with official optional rules and variants in the core books (e.g. 2e Non-weapon Proficiencies and Death's Door and 3e's training rules, class variants, variant spell lists, clobbering rules, etc.) as well as variant and optional rules in numerous supplements (e.g., 2e Complete Fighter's Handbook, Complete Priest's Handbook, PO: Combat and Tactics and PO: Spells and Magic and 3e's Unearthed Arcana, PHB2, Cityscape Web Enhancement, Tome of Battle).
The RAW is just one implementation of a baseline. The umbrella, however, is very wide encompassing
1. worlds with no magic to high magic (discussed in 2e and 3e)
2. worlds with one one race to everything published (discussed in 2e)
3. single class campaigns to every class published (discussed in 2e and 3e)
4. semi-historical fantasy (the 2e HR GreenBooks) to Post Apocalyptic Fantasy (Dark Sun) to High Fantasy (Forgotten Realms) to Gothic Horror (Ravenloft) to Spacejamming, Planescape, and Eberron and even prehistoric campaigns in which players are tribesman in a world of dinosaurs and dinosaur gods (Ray Winneger's Dungeoncraft column).
5. Low tech to firearms (1e Forgotten Realms to the 3e DMG) to futuristic blasters and power armor (Gary Gygax S3: Expedition to the Barrier Peaks)
6. Worlds with Gods to Worlds with no Gods
7. No official hit locations, critical hits and long lasting wounds (1e) to critical hits and hit locations ( OE: Blackmoor Supplement (D&D's co-creator), 2e PHB).
With the wide range of what can be included or excluded, one needs to be cautious about labeling what is or is not D&D by the modifications. Back in 2e, there were many people on message boards trying to claim that Darksun, Ravenloft, Spelljammer and Planescape were not D&D, because they were too far removed from a default "medieval" fantasy with magic. Plus, we have seen mechanical changes lead to claims that certain editions were no longer D&D and the edition wars that followed. The only thing that can be said is
1. D&D is different things to different people.
2. Technically, D&D is whatever has the D&D brand logo and that has covered a wide range of different ideas and mechanics depending upon edition, individual supplements, and settings.
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