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Is this what you went through with 3rd Edition?
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<blockquote data-quote="billd91" data-source="post: 4117899" data-attributes="member: 3400"><p>I think you're making something of a bogus argument. Of course you can make up anything you want. That's never been the problem. But one of the things making D&D different from other RPGs that involve undertaking risky adventures for fun and profit (which is pretty much MOST FRPGs out there and plenty of other RPGs as well) is the inherent flavor built up by some of the canonical game elements like the difference between chromatic and metallic dragons, the presence of gnomes, naturist religious types running around the wilderness, and so on.</p><p></p><p>Each edition has shifted these things around a little bit (half-orcs are there, then they aren't, then they're back or 3E shifted AC from being a mechanic based on old-school wargames to something a bit more intuitable by non-wargamers) but it really looks like 4e monkeys around with them a LOT more. To some people, that's making it a completely different game (whether a good game or not is immaterial) and no longer D&D.</p><p></p><p>If <em>Call of Cthulhu</em> changed core flavor elements by making all of the Old Ones products of radiation a la Godzilla or got rid of them in favor of traditional horror movie fodder like vampires, werewolves, and zombies, I don't think anybody would acknowledge it as <em>Call of Cthulhu</em> even if the mechanics were identical.</p></blockquote><p></p>
[QUOTE="billd91, post: 4117899, member: 3400"] I think you're making something of a bogus argument. Of course you can make up anything you want. That's never been the problem. But one of the things making D&D different from other RPGs that involve undertaking risky adventures for fun and profit (which is pretty much MOST FRPGs out there and plenty of other RPGs as well) is the inherent flavor built up by some of the canonical game elements like the difference between chromatic and metallic dragons, the presence of gnomes, naturist religious types running around the wilderness, and so on. Each edition has shifted these things around a little bit (half-orcs are there, then they aren't, then they're back or 3E shifted AC from being a mechanic based on old-school wargames to something a bit more intuitable by non-wargamers) but it really looks like 4e monkeys around with them a LOT more. To some people, that's making it a completely different game (whether a good game or not is immaterial) and no longer D&D. If [i]Call of Cthulhu[/i] changed core flavor elements by making all of the Old Ones products of radiation a la Godzilla or got rid of them in favor of traditional horror movie fodder like vampires, werewolves, and zombies, I don't think anybody would acknowledge it as [i]Call of Cthulhu[/i] even if the mechanics were identical. [/QUOTE]
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