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<blockquote data-quote="GreenTengu" data-source="post: 6877661" data-attributes="member: 6777454"><p>There are numerous thing that need to be considered when you think about a D&D setting. Basically you can consider them the base assumptions of the game.</p><p></p><p>The first, and most restrictive, is that class balance require that the armor and weapon selection be pretty much what is in the core book-- at least in terms of raw numbers and which classes get to use which raw number for their armor and weapon.</p><p></p><p>Another is that magic works in the very particular way the numerous classes in the book use it and it is restricted in roughly the same manner. If you don't have this, if there is no magic or magic works in an entirely different way, then you need to rework a large number of classes.</p><p></p><p>The next is that their are numerous actual deities. The Cleric is an essential class and it, as well as Paladin, are fundamentally based on the concept that there are different types of priests and gods can actually channel power to their champions.</p><p></p><p>Generally D&D expects that you have multiple race available. This is probably of least concern, but pretty much all D&D worlds try to make certain all the core Tolkien races exist pretty much exactly as described in the core handbook with but the minorest of alterations. But-- you could probably do without it. You could do a world there there are only humans, it would just remove a choice when creating a character.</p><p></p><p>Once you have covered the crunchy mechanical parts... it is also worth noting that D&D is very much built around exploration and combat. This means there needs to be parts of the world where people built something that is within walking distance of regular civilization and yet it somehow is not regularly visited. You seem to have this angle covered in your concept, but it is sort of a difficult one to wrap your head around if you think about it very much. Adventurers can literally walk to these "dungeons" that someone clearly intentionally crafted yet not only are they not cleared out by the people within walking distance by force of arms, they are somehow filled with significant treasures meaning they haven't been looted in the possibly thousands of years that people have been within walking distance of them.</p><p></p><p>Finally, there needs to be threats that one can deal with by swinging swords and casting magic missiles at them. You can probably be much more creative about the actual size and shape of this threat than D&D worlds have tended to be, but some sort of threat of that sort needs to exist.</p><p></p><p>There are many more criteria that if not met, it will require major reworking of key components of the system to adapt. The worse the world and the stories intended to be told within it meet these criteria, the more it might be best to use a different system for the world.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6877661, member: 6777454"] There are numerous thing that need to be considered when you think about a D&D setting. Basically you can consider them the base assumptions of the game. The first, and most restrictive, is that class balance require that the armor and weapon selection be pretty much what is in the core book-- at least in terms of raw numbers and which classes get to use which raw number for their armor and weapon. Another is that magic works in the very particular way the numerous classes in the book use it and it is restricted in roughly the same manner. If you don't have this, if there is no magic or magic works in an entirely different way, then you need to rework a large number of classes. The next is that their are numerous actual deities. The Cleric is an essential class and it, as well as Paladin, are fundamentally based on the concept that there are different types of priests and gods can actually channel power to their champions. Generally D&D expects that you have multiple race available. This is probably of least concern, but pretty much all D&D worlds try to make certain all the core Tolkien races exist pretty much exactly as described in the core handbook with but the minorest of alterations. But-- you could probably do without it. You could do a world there there are only humans, it would just remove a choice when creating a character. Once you have covered the crunchy mechanical parts... it is also worth noting that D&D is very much built around exploration and combat. This means there needs to be parts of the world where people built something that is within walking distance of regular civilization and yet it somehow is not regularly visited. You seem to have this angle covered in your concept, but it is sort of a difficult one to wrap your head around if you think about it very much. Adventurers can literally walk to these "dungeons" that someone clearly intentionally crafted yet not only are they not cleared out by the people within walking distance by force of arms, they are somehow filled with significant treasures meaning they haven't been looted in the possibly thousands of years that people have been within walking distance of them. Finally, there needs to be threats that one can deal with by swinging swords and casting magic missiles at them. You can probably be much more creative about the actual size and shape of this threat than D&D worlds have tended to be, but some sort of threat of that sort needs to exist. There are many more criteria that if not met, it will require major reworking of key components of the system to adapt. The worse the world and the stories intended to be told within it meet these criteria, the more it might be best to use a different system for the world. [/QUOTE]
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