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New Dragon Article: Ecology of the Fire Archon
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<blockquote data-quote="JohnSnow" data-source="post: 3971785" data-attributes="member: 32164"><p>Angels AND demons? Hmm. Doesn't sound like a bad fit for creatures created by the Primordials that serve as mercenary armies.</p><p></p><p>But in the end, this really comes down to opinion. Some people clearly believe that the archons as "animal-headed angels" were a sacred cow worth preserving. The designers obviously felt they'd "make fine rump roast."</p><p></p><p>If the old archons weren't one of your sacred cows, you're probably fine with this. If they were, you're probably upset.</p><p></p><p>Clearly, what we're discovering with the 4e previews is that some people felt there were a lot more "sacred cows" in the game than they were willing to admit back in 3e. The designers seem to have stuck with the following ones:</p><p></p><p>Core concept: Medieval, Fantasy Roleplaying</p><p>Base mechanics: d20, high rolls are good, classes, levels, and fantasy races.</p><p>"Iconic" races: Humans, elves, dwarves, halflings.</p><p>"Iconic" classes: Cleric, Fighter, Rogue, Wizard, Paladin, Ranger.</p><p>"Iconic" monsters: angels, goblinoids, orcs, kobolds, trolls, giants, dragons, demons, devils, and the D&D "specials," like the beholder, drow, owlbear, gelatinous cube, and the like.</p><p></p><p>Obviously, a lot of things that were part of the game like alignment, the Great Wheel, and a number of monsters didn't make the cut. And some races and classes were accorded lower priority, probably due to a perception of less "traction" than the ones they went with. And some of all of the above that did make the cut were considered in need of a makeover.</p><p></p><p>That's not a terrible approach to design (I think it's a good one personally), and it certainly doesn't mean the designers made "the wrong choices," but if one of the cows they turned into rump roast (or left out in the pasture for a while) was "sacred" to you, you're probably upset. And apparently, for some, that's what this Archon thing is.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3971785, member: 32164"] Angels AND demons? Hmm. Doesn't sound like a bad fit for creatures created by the Primordials that serve as mercenary armies. But in the end, this really comes down to opinion. Some people clearly believe that the archons as "animal-headed angels" were a sacred cow worth preserving. The designers obviously felt they'd "make fine rump roast." If the old archons weren't one of your sacred cows, you're probably fine with this. If they were, you're probably upset. Clearly, what we're discovering with the 4e previews is that some people felt there were a lot more "sacred cows" in the game than they were willing to admit back in 3e. The designers seem to have stuck with the following ones: Core concept: Medieval, Fantasy Roleplaying Base mechanics: d20, high rolls are good, classes, levels, and fantasy races. "Iconic" races: Humans, elves, dwarves, halflings. "Iconic" classes: Cleric, Fighter, Rogue, Wizard, Paladin, Ranger. "Iconic" monsters: angels, goblinoids, orcs, kobolds, trolls, giants, dragons, demons, devils, and the D&D "specials," like the beholder, drow, owlbear, gelatinous cube, and the like. Obviously, a lot of things that were part of the game like alignment, the Great Wheel, and a number of monsters didn't make the cut. And some races and classes were accorded lower priority, probably due to a perception of less "traction" than the ones they went with. And some of all of the above that did make the cut were considered in need of a makeover. That's not a terrible approach to design (I think it's a good one personally), and it certainly doesn't mean the designers made "the wrong choices," but if one of the cows they turned into rump roast (or left out in the pasture for a while) was "sacred" to you, you're probably upset. And apparently, for some, that's what this Archon thing is. [/QUOTE]
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