Had a feeling you'd come in and remind me sometime...Nightfall said:Ben,
Remember goat!![]()
Actually, I gave him a 9.5, but only because I was replying faster than him. His verbage is definately top-notch, though. Good form. The lad's got a career ahead of him if he keeps it up.Ash, nice job with your pimpage. I give you a 9.85 out of 10. (I'd give you more but still waiting to see my name in print.)
Think of it more along the lines of, "if D&D had been like this in the beginning, it never would have interested me and I likely never would have become a gamer." Which begs the question: Is it really D&D or just someone else's idea of D&D that copyright ownership allows them to call "official"? Is Arcana Unearthed Monte's latest D&D campaign or another game entirely? By the terms of the OGL, it is "legally" another game. However, conversing here together as gamers and not lawyers or publishers, is it really another game, or just D&D with a bunch of House Rules? Is it as different from D&D as, let's say, Planescape or Dark Sun or SpellJammer or Birthright were, each with their own racial line ups, Kits (in place of 3E's Base and Prestige Classes), environments and themes?Joshua Dyal said:By the same token, there's a strong "latte set" of gamers around here that are completely dismissive of high level high magic play and don't want to have anything to do with it.
We must not be reading the same EN World. I've read many threads in the past where people were looking for ways to tone down the magic and the power.Dogbrain said:Well, as this place has already concluded, low power is BAAAAAAAAAAAD. Anybody who doesn't run the highest-possible power campaigns must do so because he's an idiot. So, if you're like me and prefer low-power, be prepared for some snidery.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.