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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="Remathilis" data-source="post: 7372389" data-attributes="member: 7635"><p>Its called catering to the homebrew. As DMs develop their world, they fill in their own blanks and change things to fit their idea of how the game should work, and then get really upset when the rules contradict their well-rationed and extensively researched homebrewed setting. This get exasperated with edition changes and suddenly (for example) dwarves can be wizards (which contradicts 7000 years of history in my homebrewed world, including the cause of several major wars). As the rules develop (and move away from the defined lore of the homebrew) the reflexive action is then to wish the game rules were "less flavorful" or "flavored like they were previously" and turn the game towards a toolkit of generic fantasy rules that can be used to assemble their homebrew games rather than contradicting their ideas on races, magic, gods, and a host of other topics.</p><p></p><p>For example; the warlord is the opening step for a DM who doesn't like the prevalent magic "default" D&D has. Once you have a non-magical support character, you can start stripping out other magical elements (spell-less ranger, non-divine paladin). Then, I can restrict or ban those magical classes and create a world that better suits my tastes. You add in some revised rules on healing and rests, some new rules on magical weapon-resistant monsters, and pretty soon you have a low-or-no magic game system. Then, you scrub all those annoying references to specific things (like to the D&D Multiverse, Gods, or planes), get rid of some of those "new" races like dragonborn or tieflings that don't exist on my world (and should be in some supplement elsewhere) and now we have a system that works GREAT for my homebrewed setting! </p><p></p><p>For me, the above isn't D&D. Its a great d20/5e based game (and something the OGL or DM's Guild is built for). D&D is D&D. A warlord can work in the context of D&D, but not as the low/no magic alternative to the cleric. D&D should worry about its own world and settings, not your homebrew. If your game derives notions different than the standard, then you need to seek alternatives from like-minded company or build your own.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7372389, member: 7635"] Its called catering to the homebrew. As DMs develop their world, they fill in their own blanks and change things to fit their idea of how the game should work, and then get really upset when the rules contradict their well-rationed and extensively researched homebrewed setting. This get exasperated with edition changes and suddenly (for example) dwarves can be wizards (which contradicts 7000 years of history in my homebrewed world, including the cause of several major wars). As the rules develop (and move away from the defined lore of the homebrew) the reflexive action is then to wish the game rules were "less flavorful" or "flavored like they were previously" and turn the game towards a toolkit of generic fantasy rules that can be used to assemble their homebrew games rather than contradicting their ideas on races, magic, gods, and a host of other topics. For example; the warlord is the opening step for a DM who doesn't like the prevalent magic "default" D&D has. Once you have a non-magical support character, you can start stripping out other magical elements (spell-less ranger, non-divine paladin). Then, I can restrict or ban those magical classes and create a world that better suits my tastes. You add in some revised rules on healing and rests, some new rules on magical weapon-resistant monsters, and pretty soon you have a low-or-no magic game system. Then, you scrub all those annoying references to specific things (like to the D&D Multiverse, Gods, or planes), get rid of some of those "new" races like dragonborn or tieflings that don't exist on my world (and should be in some supplement elsewhere) and now we have a system that works GREAT for my homebrewed setting! For me, the above isn't D&D. Its a great d20/5e based game (and something the OGL or DM's Guild is built for). D&D is D&D. A warlord can work in the context of D&D, but not as the low/no magic alternative to the cleric. D&D should worry about its own world and settings, not your homebrew. If your game derives notions different than the standard, then you need to seek alternatives from like-minded company or build your own. [/QUOTE]
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