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Sacred Cows of D&D that make it so.
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<blockquote data-quote="DonAdam" data-source="post: 704928" data-attributes="member: 2446"><p>As far as what I would consider to be core D&D sacred cows (this is not to say that if you change one or two you're not playing D&D):</p><p></p><p>Vancian Magic- for all its shortcomings, it's very good for a game because of the tactical nature of it. Even the sorcerer, being spontaneous, is a very well done adaptation into the Vancian framework. It also makes new spell creation easy. I especially like it with a bunch of spells from other sources (for wizards, at least). Imagine if each spell was unique to a group of casters or a single caster- now its magic again, because its no longer standardized.</p><p></p><p>Classes which are at least partially archetypal (as opposed to d20 Modern, in which the classes don't specify much at all).</p><p></p><p>Hit points and armor class- again, despite their failings to wargamers, these are great simplifying abstractions, and are more powerful as such the less "conditions" you have- for instance, if there was no such thing as "prone" an attack on a high level fighter could be described as a trip, putting him at a disadvantage in the fight.</p><p></p><p>Fighters, rogues (or thieves, the name is unimportant), wizards, and clerics</p><p></p><p>Elves, dwarves, halflings (I wish I could include gnomes, but they're not as universal, and these infernal 3e halflings that act like kender have made them obsolete- bring back hobbit halflings and let gnomes be the silly ones).</p><p></p><p>Orcs, goblins, kobolds, skeletons, and, uh... dragons</p><p></p><p>Longswords do a d8 damage (feel free to include other iconic examples)</p><p></p><p>Saving throws (the concept, which falls outside the parameters of AC)</p><p></p><p>Levels with an exponential power curve, especially for spellcasters, but for others as well with the accumulation of better magic items while abilities improve at the same time</p><p></p><p>Magic missile, charm person, fireball, wish</p><p></p><p>Gold pieces, silver pieces, copper pieces</p><p></p><p>Weapons and armor +x, scrolls, wands</p><p></p><p>Elven chain, dwarven plate</p><p></p><p>The Greyhawk "named" items, ie Bigby spells, Vecna's hand, etc</p><p></p><p>The last two aren't mechanics but...</p><p></p><p>Dungeons</p><p></p><p>Taverns</p></blockquote><p></p>
[QUOTE="DonAdam, post: 704928, member: 2446"] As far as what I would consider to be core D&D sacred cows (this is not to say that if you change one or two you're not playing D&D): Vancian Magic- for all its shortcomings, it's very good for a game because of the tactical nature of it. Even the sorcerer, being spontaneous, is a very well done adaptation into the Vancian framework. It also makes new spell creation easy. I especially like it with a bunch of spells from other sources (for wizards, at least). Imagine if each spell was unique to a group of casters or a single caster- now its magic again, because its no longer standardized. Classes which are at least partially archetypal (as opposed to d20 Modern, in which the classes don't specify much at all). Hit points and armor class- again, despite their failings to wargamers, these are great simplifying abstractions, and are more powerful as such the less "conditions" you have- for instance, if there was no such thing as "prone" an attack on a high level fighter could be described as a trip, putting him at a disadvantage in the fight. Fighters, rogues (or thieves, the name is unimportant), wizards, and clerics Elves, dwarves, halflings (I wish I could include gnomes, but they're not as universal, and these infernal 3e halflings that act like kender have made them obsolete- bring back hobbit halflings and let gnomes be the silly ones). Orcs, goblins, kobolds, skeletons, and, uh... dragons Longswords do a d8 damage (feel free to include other iconic examples) Saving throws (the concept, which falls outside the parameters of AC) Levels with an exponential power curve, especially for spellcasters, but for others as well with the accumulation of better magic items while abilities improve at the same time Magic missile, charm person, fireball, wish Gold pieces, silver pieces, copper pieces Weapons and armor +x, scrolls, wands Elven chain, dwarven plate The Greyhawk "named" items, ie Bigby spells, Vecna's hand, etc The last two aren't mechanics but... Dungeons Taverns [/QUOTE]
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