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Settings and stories the rules can't handle (or don't handle well)
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<blockquote data-quote="Stoat" data-source="post: 5324003" data-attributes="member: 16786"><p>I almost omitted "pseudo-European, faux-medieval" from my description. I DM'd a very satisfying Spelljammer campaign that lasted about 4 years, and I've got the 4E Darksun campaign guide on my coffee table at home.</p><p></p><p>I kept "pseudo-European, faux-medieval" mostly because of D&D's reliance on heavy armor in its combat rules. The game pretty much assumes that about half the party is wearing plate armor, which I tend to associate with medieval Europe. A setting where warriors don't depend on heavy armor requires some kind of rules kludge. IMO, the more you have to kludge the rules, the less well those rules are handling things.</p><p></p><p></p><p></p><p>I said "essentially humanoid" not "human." Dragon-born, devas, half giants are drow are essentially humanoid. They are more or less human-sized. They have two arms, two legs and a head. They lack spectacular spell-like abilities or supernatural defenses. </p><p></p><p>The illithid is closer to the line. How did you handle it's Mind Blast? </p><p></p><p></p><p></p><p>Keep in mind that I'm talking about a spectrum, not a set of absolute rules. The further you move from essentially humanoid PC's entering confined spaces and risk hand-to-hand combat with terrible monsters, the more you'll have to houserule and the more likely it is that the rules will break down. </p><p></p><p>IMO, if you have to "make it work," you're approaching an area that the game doesn't handle well. Different DM's will have different opinions about where the breaking point is.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5324003, member: 16786"] I almost omitted "pseudo-European, faux-medieval" from my description. I DM'd a very satisfying Spelljammer campaign that lasted about 4 years, and I've got the 4E Darksun campaign guide on my coffee table at home. I kept "pseudo-European, faux-medieval" mostly because of D&D's reliance on heavy armor in its combat rules. The game pretty much assumes that about half the party is wearing plate armor, which I tend to associate with medieval Europe. A setting where warriors don't depend on heavy armor requires some kind of rules kludge. IMO, the more you have to kludge the rules, the less well those rules are handling things. I said "essentially humanoid" not "human." Dragon-born, devas, half giants are drow are essentially humanoid. They are more or less human-sized. They have two arms, two legs and a head. They lack spectacular spell-like abilities or supernatural defenses. The illithid is closer to the line. How did you handle it's Mind Blast? Keep in mind that I'm talking about a spectrum, not a set of absolute rules. The further you move from essentially humanoid PC's entering confined spaces and risk hand-to-hand combat with terrible monsters, the more you'll have to houserule and the more likely it is that the rules will break down. IMO, if you have to "make it work," you're approaching an area that the game doesn't handle well. Different DM's will have different opinions about where the breaking point is. [/QUOTE]
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