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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8401958" data-attributes="member: 7023887"><p>Two different parts here. </p><p>1. Although I didn't play it, I am well aware that 2e definitely had animalfolk. Animalfolk are nothing new to D&D. Lupins, Rakasta, Thri-Kreen, and so on. Why the heck do those get to exist in D&D, but not rabbitfolk? Is it because you don't want the game to add things that younger players (including kids, who will be the next generation of gamers) want? Because that's how it seems to me. </p><p>2. Rabbitfolk are fantastical. They're a race of bunny-people. How is that not more "fantasy"? To me, this sounds like someone complaining that adding more chocolate to their chocolate cake doesn't make it more chocolately. Of course it does! It's quite literally in the definition of what you are doing! Rabbitfolk don't exist in the real world, are a fantasy, and are being added to a fantasy game. If that doesn't scream "fantasy" to you, you have a weird definition of "fantasy". </p><p></p><p>Like I said above, the game needs to market to kids, because they're eventually going to end up replacing all of us in the hobby, once we all grow old and die. I'm just about to turn 20, but it will happen to me, too, even if I'm around a bit later than you will be. D&D has to have at least some parts of it that gear towards this younger generation, or else D&D will die. That means that things like Harengon, Owlins, Strixhaven, and similar options have to be available. This also means that the core of D&D shouldn't contain things that would turn them (or their parents) away from playing the game, like Derro Sex Slaves. </p><p></p><p>You can include whatever you want in your campaigns, but that doesn't mean that it should be included in the base game. </p><p></p><p>Yeah, this is wrong. The video-gamey aspects of combat were almost definitely just purely coincidental. And there are a number of popular houserules to avoid this if you don't like it. No system is flawless, not even 5e, but that doesn't mean that WotC are trying to turn the game into a video game (that's one of the reasons why 4e failed). </p><p></p><p>I'm sorry, but this is just plain wrong. "Heavy subjects" can exist in D&D. Ravenloft was literally just rebooted, and it contained a bunch of these "heavy subjects" and horrific monsters and adventures. D&D can cater towards multiple different groups and playstyles at once, it just has to make room for the future players of the game. </p><p></p><p>What else did you expect? They're gearing towards their audience and their future generations of players. That's literally how things are supposed to work. If they don't do that, D&D will eventually die. Do you want D&D to die, because I don't think that you do, even if you don't like the direction that D&D is going right now. Would you rather D&D die than stop catering towards you in order to survive?</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8401958, member: 7023887"] Two different parts here. 1. Although I didn't play it, I am well aware that 2e definitely had animalfolk. Animalfolk are nothing new to D&D. Lupins, Rakasta, Thri-Kreen, and so on. Why the heck do those get to exist in D&D, but not rabbitfolk? Is it because you don't want the game to add things that younger players (including kids, who will be the next generation of gamers) want? Because that's how it seems to me. 2. Rabbitfolk are fantastical. They're a race of bunny-people. How is that not more "fantasy"? To me, this sounds like someone complaining that adding more chocolate to their chocolate cake doesn't make it more chocolately. Of course it does! It's quite literally in the definition of what you are doing! Rabbitfolk don't exist in the real world, are a fantasy, and are being added to a fantasy game. If that doesn't scream "fantasy" to you, you have a weird definition of "fantasy". Like I said above, the game needs to market to kids, because they're eventually going to end up replacing all of us in the hobby, once we all grow old and die. I'm just about to turn 20, but it will happen to me, too, even if I'm around a bit later than you will be. D&D has to have at least some parts of it that gear towards this younger generation, or else D&D will die. That means that things like Harengon, Owlins, Strixhaven, and similar options have to be available. This also means that the core of D&D shouldn't contain things that would turn them (or their parents) away from playing the game, like Derro Sex Slaves. You can include whatever you want in your campaigns, but that doesn't mean that it should be included in the base game. Yeah, this is wrong. The video-gamey aspects of combat were almost definitely just purely coincidental. And there are a number of popular houserules to avoid this if you don't like it. No system is flawless, not even 5e, but that doesn't mean that WotC are trying to turn the game into a video game (that's one of the reasons why 4e failed). I'm sorry, but this is just plain wrong. "Heavy subjects" can exist in D&D. Ravenloft was literally just rebooted, and it contained a bunch of these "heavy subjects" and horrific monsters and adventures. D&D can cater towards multiple different groups and playstyles at once, it just has to make room for the future players of the game. What else did you expect? They're gearing towards their audience and their future generations of players. That's literally how things are supposed to work. If they don't do that, D&D will eventually die. Do you want D&D to die, because I don't think that you do, even if you don't like the direction that D&D is going right now. Would you rather D&D die than stop catering towards you in order to survive? [/QUOTE]
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