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Mike Mearls on Settings
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<blockquote data-quote="hawkeyefan" data-source="post: 7081699" data-attributes="member: 6785785"><p>I don't think you are far off with your assessment...or that many would find your stance controversial. The difference between high fantasy and sword and sorcery fantasy aren't that big to most folks. Yes, there are distinctions....but most are in flavor. </p><p></p><p>And I think that's what makes the idea of making Greyhawk in 5E so challenging; the differences between it and the Realms are mostly aesthetic. You can take the existing 5E rules and create a game set in the worlg of Greyhawk right now, as is. Use the old Grey Box or the Greyhawk Adventures hardcover or what have you, and you have all the setting info you need. I mean, even Tales from the Yawning Portal kind of proves that. </p><p></p><p>So the question that Mearls seems to be asking is how to make the GAME different for the setting. Otherwise, what's the point? And that's trickier.....the differences from a mechanical standpoint are even more subtle, I would say. </p><p></p><p>What would you guys say a Greyhawk rules module should have? I'll given an example.....I would say that healing should be more difficult, and there should be a limit on HP, similar to first edition. So I'd say that after 9th or 10th level, characters only gain new HP equal to their CON modifier, or 1 + CON modifier at most. And I would make what is currently considered a long rest to be the Greyhawk equivalent of a short rest, and for a Greyhawk long rest to be two days of rest. Something along those lines. </p><p></p><p>Can you guys think of any other mechanical rules changes that would fit with the idea of Greyhawk?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7081699, member: 6785785"] I don't think you are far off with your assessment...or that many would find your stance controversial. The difference between high fantasy and sword and sorcery fantasy aren't that big to most folks. Yes, there are distinctions....but most are in flavor. And I think that's what makes the idea of making Greyhawk in 5E so challenging; the differences between it and the Realms are mostly aesthetic. You can take the existing 5E rules and create a game set in the worlg of Greyhawk right now, as is. Use the old Grey Box or the Greyhawk Adventures hardcover or what have you, and you have all the setting info you need. I mean, even Tales from the Yawning Portal kind of proves that. So the question that Mearls seems to be asking is how to make the GAME different for the setting. Otherwise, what's the point? And that's trickier.....the differences from a mechanical standpoint are even more subtle, I would say. What would you guys say a Greyhawk rules module should have? I'll given an example.....I would say that healing should be more difficult, and there should be a limit on HP, similar to first edition. So I'd say that after 9th or 10th level, characters only gain new HP equal to their CON modifier, or 1 + CON modifier at most. And I would make what is currently considered a long rest to be the Greyhawk equivalent of a short rest, and for a Greyhawk long rest to be two days of rest. Something along those lines. Can you guys think of any other mechanical rules changes that would fit with the idea of Greyhawk? [/QUOTE]
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