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Legends & Lore bits about prestige classes in 5e (and NEW playtest packet!)
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<blockquote data-quote="Ratskinner" data-source="post: 6061995" data-attributes="member: 6688937"><p>I understand your concern. However, creating the world has traditionally been the purview and privilege of the DM. Given the additional workload that D&D puts on the DM, I think it seems somewhat justified with many DMs taking it as their "reward". I think that the push that 4e (and to a much lesser extent 3e) went in this direction was one of the things that created a lot of static with old-schoolers. I've heard plenty of complaints about it. Personally, I think that if you want a heavily narrative game with lots of player input...D&D isn't it.</p><p></p><p></p><p></p><p>...and if its in the player's hands then suddenly you will have orders of knights/wizards/whatever springing into existence in worlds where it makes utterly no sense to the DM or the established fiction, forcing the DM to go through retconning hoops to make sense of it all.</p><p></p><p>This is one of those areas where (for me) the fundamental weaknesses of the D&D framework for narrative play is exposed. Your choices in game design all seem to suffer for it.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6061995, member: 6688937"] I understand your concern. However, creating the world has traditionally been the purview and privilege of the DM. Given the additional workload that D&D puts on the DM, I think it seems somewhat justified with many DMs taking it as their "reward". I think that the push that 4e (and to a much lesser extent 3e) went in this direction was one of the things that created a lot of static with old-schoolers. I've heard plenty of complaints about it. Personally, I think that if you want a heavily narrative game with lots of player input...D&D isn't it. ...and if its in the player's hands then suddenly you will have orders of knights/wizards/whatever springing into existence in worlds where it makes utterly no sense to the DM or the established fiction, forcing the DM to go through retconning hoops to make sense of it all. This is one of those areas where (for me) the fundamental weaknesses of the D&D framework for narrative play is exposed. Your choices in game design all seem to suffer for it. [/QUOTE]
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