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Loss of genericity
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<blockquote data-quote="Kurzon" data-source="post: 6523003" data-attributes="member: 6777395"><p>Hi folks. I've been going through some old notes from D&D campaign worlds I created years ago when I was playing more regularly, and thinking about using one of them for my first 5th edition campaign. One thing that struck me when looking at the twists and variants on regular races/classes I created for my world is that it seems like in 5th edition the classes are a lot less generic and mostly come heavily pre-loaded with flavour. Which can cause a real problem when you're trying to play in a original world that you have created.</p><p></p><p>For example, in one campaign world I created for 3rd edition, dwarves all belonged to a particular tribe that practised tattoo magic. They would tattoo themselves with runes, using an arcane substance that leeched into their blood and granted them the ability to cast spells. So in 3rd edition terms, they were Sorcerers. The magic was innate and in their blood, and the Sorcerer class was generic enough that this worked well. But now in 5th edition, Sorcerers have to choose between a draconic or wild magic origin. Neither of these fit my original idea, and looking at the other arcane classes, they don't either. The wizard uses a spellbook and has traditions. The warlock gets their power from an otherworldly source.</p><p></p><p>And it's the same with many of the other classes too, mostly due to the subclasses that you have to choose. Don't get me wrong - I like many of these subclasses, and some of then are generic enough to fit into almost any campaign world. I just wish they (along with the other pre-loaded flavour) were an option that you could choose to add flavour to a basic, generic class if your DM didn't already have his own world-specific options.</p><p></p><p>I'm not sure I've explained this well, but, like I said, it's just an observation.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="Kurzon, post: 6523003, member: 6777395"] Hi folks. I've been going through some old notes from D&D campaign worlds I created years ago when I was playing more regularly, and thinking about using one of them for my first 5th edition campaign. One thing that struck me when looking at the twists and variants on regular races/classes I created for my world is that it seems like in 5th edition the classes are a lot less generic and mostly come heavily pre-loaded with flavour. Which can cause a real problem when you're trying to play in a original world that you have created. For example, in one campaign world I created for 3rd edition, dwarves all belonged to a particular tribe that practised tattoo magic. They would tattoo themselves with runes, using an arcane substance that leeched into their blood and granted them the ability to cast spells. So in 3rd edition terms, they were Sorcerers. The magic was innate and in their blood, and the Sorcerer class was generic enough that this worked well. But now in 5th edition, Sorcerers have to choose between a draconic or wild magic origin. Neither of these fit my original idea, and looking at the other arcane classes, they don't either. The wizard uses a spellbook and has traditions. The warlock gets their power from an otherworldly source. And it's the same with many of the other classes too, mostly due to the subclasses that you have to choose. Don't get me wrong - I like many of these subclasses, and some of then are generic enough to fit into almost any campaign world. I just wish they (along with the other pre-loaded flavour) were an option that you could choose to add flavour to a basic, generic class if your DM didn't already have his own world-specific options. I'm not sure I've explained this well, but, like I said, it's just an observation. Cheers. [/QUOTE]
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