I don't want a generic game where everything is a free for all.
Then simply have restrictions in your games.
I don't see why it's necessary to have restrictions hardcoded into the game. Hardcoding them in makes it very difficult for people who don't want them to extract them. Adding them seems much easier.
I don't think D&D's distinctiveness is really at issue. The D&D name remains the only PnP rpg with any name recognition outside of the hobby. It has gone through any number of revisions, reimaginings, and paradigm shifts over its lifespan. I don't think that allowing non-neutral druids is suddenly going to change the feel of the game or lose the customer base. 3e's already done the big opening up of all classes to all races at all times, and very little was lost in the process; the game did great for quite a while. People still play dwarven wizards less often than clerics, and halfling rogues more often than barbarians, there's no reason to force their hands.billd91 said:I disagree. I think restrictions help make certain classes or other intellectual property elements of the game distinctive in character. WotC should use them, as needed, to maintain the character of certain elements of the game and maintain D&D's identity. Removing them, officially, would change their character and weaken D&D's distinctiveness.
It's very easy to remove restrictions at the individual table. It's harder to promote and maintain a distinctive identity in the RPG marketplace.
To me, the ultimate example of limits for limits sake are class skill lists. Since 2e, you're severely restricted in your ability to take skills outside narrow lists of what someone thought would be appropriate for your class. Right now I'm playing a psychic warrior who grew up as an animal handler. But I don't have handle animal as a skill. Why? Because someone thought that the class shouldn't have that skill on their list, and because being able to take that skill would be SO overpowering that there should be no mechanism for adding a class skill to your list. It would be game breaking, I guess?And I think the opposite. It's easier to take away someone's options than it is to add them in. Because the game rules and balance should work assuming every option.
Paladins smite evil. Remove the LG restriction and what do they smite? Still evil? Or do we now have to change a rule, make up something new.
Paladins smite opposition? Install an LG restriction and . . . they still smite opposing characters. Same rules still work.
Ergo: Paladin alignment restrictions should be an optional sidebar that I will ignore. I'm not sure what the counter-argument is.
To me, the ultimate example of limits for limits sake are class skill lists. Since 2e, you're severely restricted in your ability to take skills outside narrow lists of what someone thought would be appropriate for your class. Right now I'm playing a psychic warrior who grew up as an animal handler. But I don't have handle animal as a skill.
I disagree. I think restrictions help make certain classes or other intellectual property elements of the game distinctive in character. WotC should use them, as needed, to maintain the character of certain elements of the game and maintain D&D's identity. Removing them, officially, would change their character and weaken D&D's distinctiveness.
It's very easy to remove restrictions at the individual table. It's harder to promote and maintain a distinctive identity in the RPG marketplace.
Why didn't your GM just give you that skill as an extra class skill then?
Yeah, the only reason someone would want class restrictions is because he has a limited imagination.And I loathe restrictions.
They give absolutes in a world designed to be limited only by our own imaginations. Just because you, or a game designer or Gary Gygax himself couldn't or didn't bother to think of a situation where a rule didn't apply doesn't mean that someone else's story and imagination should be chained in by those restrictions.
Give us the system and let us work out the details.