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I've finally figured out why 3rd edition bugs me
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<blockquote data-quote="mhacdebhandia" data-source="post: 1863292" data-attributes="member: 18832"><p>You're right, but in my defence it was late and I was very tired and heat-stricken when I wrote that last night. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>What I intended to say was this: D&D is based on a coherent ruleset, and its components are modular. If you want to adjust the rules of the game, they're already split into parts you can tinker with.</p><p></p><p>Class features, for example, are presented in discrete units. It's not perfect; the rogue still has a Second Edition-style list of the weapons they're proficient with rather than a listing of the <strong>defined proficiency groups</strong> that nearly all the other classes have. Take the variant classes in <em>Unearthed Arcana</em> as an example; they're all phrased in terms of trading X for Y, in discrete and logical units. Medium and heavy armour proficiency for skill points, animal companions for rage, whatever.</p><p></p><p>The way the game is laid out lends itself <strong>much</strong> more easily to customisation than earlier editions; thus, while the setting implied by the existence of by-the-book clerics is definitely present, it's much easier to change that setting by changing the cleric class than it was even with "specialty priests" in Second Edition.</p><p></p><p></p><p>That's been done, actually. When my cable internet is working and I'm not stuck on dial-up, I frequent Monte's fora; there's a guy there, Ashanderai, who's created an "Oriental AU" setting called the Lands of the Jade Oath. I understand it's being published in some form . . .</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1863292, member: 18832"] You're right, but in my defence it was late and I was very tired and heat-stricken when I wrote that last night. ;) What I intended to say was this: D&D is based on a coherent ruleset, and its components are modular. If you want to adjust the rules of the game, they're already split into parts you can tinker with. Class features, for example, are presented in discrete units. It's not perfect; the rogue still has a Second Edition-style list of the weapons they're proficient with rather than a listing of the [b]defined proficiency groups[/b] that nearly all the other classes have. Take the variant classes in [i]Unearthed Arcana[/i] as an example; they're all phrased in terms of trading X for Y, in discrete and logical units. Medium and heavy armour proficiency for skill points, animal companions for rage, whatever. The way the game is laid out lends itself [b]much[/b] more easily to customisation than earlier editions; thus, while the setting implied by the existence of by-the-book clerics is definitely present, it's much easier to change that setting by changing the cleric class than it was even with "specialty priests" in Second Edition. That's been done, actually. When my cable internet is working and I'm not stuck on dial-up, I frequent Monte's fora; there's a guy there, Ashanderai, who's created an "Oriental AU" setting called the Lands of the Jade Oath. I understand it's being published in some form . . . [/QUOTE]
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