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<blockquote data-quote="hawkeyefan" data-source="post: 7172372" data-attributes="member: 6785785"><p>There's no reason to be slavishly faithful to a particular prior edition...each edition has had its own limitations of different kinds, and there's no reason to carry over some effect of such a limitation from an older edition to a newer one. For example, there were no Monks or Barbarians in 2E. Why bring that limitation forward into a new edition of the setting? What do you gain by keeping those classes from the setting? Neither seems strongly against the themes and character of the Dark Sun setting. </p><p></p><p>I think that's what's most important....to keep the spirit of the setting in mind when making these decisions. Ultimately, we can all tweak things to our liking, but I think whatever WotC decides on as a default approach to a given setting, they need to keep it faithful to the spirit of the setting. </p><p></p><p>For Dark Sun, I think the more important things to keep in mind are the harsh environment, the fact that power is in the hands of evil overlords and society reflects that, the rareness of metal and water, the impact of magic on the world, and things like that. To me, those elements are far more important than "there's no Gnomes". </p><p></p><p>I'm not saying there can be no such restrictions, just that they need to serve a thematic purpose, and typically anything that's "taken away" in this manner should be replaced with something new (i.e. no Paladins, but here's a Gladiator class, and so on).</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7172372, member: 6785785"] There's no reason to be slavishly faithful to a particular prior edition...each edition has had its own limitations of different kinds, and there's no reason to carry over some effect of such a limitation from an older edition to a newer one. For example, there were no Monks or Barbarians in 2E. Why bring that limitation forward into a new edition of the setting? What do you gain by keeping those classes from the setting? Neither seems strongly against the themes and character of the Dark Sun setting. I think that's what's most important....to keep the spirit of the setting in mind when making these decisions. Ultimately, we can all tweak things to our liking, but I think whatever WotC decides on as a default approach to a given setting, they need to keep it faithful to the spirit of the setting. For Dark Sun, I think the more important things to keep in mind are the harsh environment, the fact that power is in the hands of evil overlords and society reflects that, the rareness of metal and water, the impact of magic on the world, and things like that. To me, those elements are far more important than "there's no Gnomes". I'm not saying there can be no such restrictions, just that they need to serve a thematic purpose, and typically anything that's "taken away" in this manner should be replaced with something new (i.e. no Paladins, but here's a Gladiator class, and so on). [/QUOTE]
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