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So, then, what is D&D?
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<blockquote data-quote="Aus_Snow" data-source="post: 4285964" data-attributes="member: 29112"><p>* Classes: Fighting Man, Priest, Wizard (mixing labels here). Maybe Thief too. Or Rogue, whatever. . .</p><p></p><p>* Elves and Dwarves, I guess. However, it could've done without these from the get-go, IMO.</p><p></p><p>* Exploration of and hopefully victory (of one kind or another) in the unknown, most notably of the enclosed and somewhat maze-like variety.</p><p></p><p>* Dragons, of course. Also, a bunch of other iconic fantasy-derived and mythological monsters (e.g., various giants, goblinoids, humanoids, elementals, aberrations, and so on).</p><p></p><p>* Exciting combat for the PCs - not necessarily of the 'mass' sort, however. I guess roll high on a d20 to hit is a stayer, versus Armour Class too, and yeah, roll a die (or some) for damage and take the total off Hit Points, while you're at it.</p><p></p><p>* Str, Dex, Con, Int, Wis, Cha (in any ol' arrangement you like) with base scores of 3 to 18.</p><p></p><p>* Levels, starting at 1st and going to some arbitrary number, like 10, 20 or 30. These apportion abilities and increasing strengths/resistances to PCs (and maybe NPCs) in neat bite-size parcels, according to class. Also, Hit Dice. Oh, and *XP* - from overcoming opponents/obstacles - so to gain the damn things (levels.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Nerly forgot. . .</p><p></p><p>* Spells and other supernatural abilities, which are generally inaccessible to those not initiated/attuned/chosen/whatever. Often, a PC will not have access to every spell/thing, at least, not any given day. You gain more powerful spells/things as you go up in level (see above). Another feature is that spells are *not* uniform in their descriptions or effects (i.e., they are *not* neatly advancing forms of the same core powers, in which instance one might as well not have individual spells, IMO - see True20, and other systems, as items of comparison here.)</p><p></p><p>* Enchanted/blessed/imbued items that provide extra power or protection or utility to PCs lucky enough to obtain, or maybe even make them. Excalibur is a classic example of what this is all about.</p><p></p><p>* Cosmic forces, or at least constants, which influence - and which are possibly also influenced by - a significant number of beings, and form the very essence of some. For example, Good and Evil. Or alternatively (and originally) Chaos and Law. Possibly both.</p><p></p><p>Hm, that's all for now.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 4285964, member: 29112"] * Classes: Fighting Man, Priest, Wizard (mixing labels here). Maybe Thief too. Or Rogue, whatever. . . * Elves and Dwarves, I guess. However, it could've done without these from the get-go, IMO. * Exploration of and hopefully victory (of one kind or another) in the unknown, most notably of the enclosed and somewhat maze-like variety. * Dragons, of course. Also, a bunch of other iconic fantasy-derived and mythological monsters (e.g., various giants, goblinoids, humanoids, elementals, aberrations, and so on). * Exciting combat for the PCs - not necessarily of the 'mass' sort, however. I guess roll high on a d20 to hit is a stayer, versus Armour Class too, and yeah, roll a die (or some) for damage and take the total off Hit Points, while you're at it. * Str, Dex, Con, Int, Wis, Cha (in any ol' arrangement you like) with base scores of 3 to 18. * Levels, starting at 1st and going to some arbitrary number, like 10, 20 or 30. These apportion abilities and increasing strengths/resistances to PCs (and maybe NPCs) in neat bite-size parcels, according to class. Also, Hit Dice. Oh, and *XP* - from overcoming opponents/obstacles - so to gain the damn things (levels.) :D Nerly forgot. . . * Spells and other supernatural abilities, which are generally inaccessible to those not initiated/attuned/chosen/whatever. Often, a PC will not have access to every spell/thing, at least, not any given day. You gain more powerful spells/things as you go up in level (see above). Another feature is that spells are *not* uniform in their descriptions or effects (i.e., they are *not* neatly advancing forms of the same core powers, in which instance one might as well not have individual spells, IMO - see True20, and other systems, as items of comparison here.) * Enchanted/blessed/imbued items that provide extra power or protection or utility to PCs lucky enough to obtain, or maybe even make them. Excalibur is a classic example of what this is all about. * Cosmic forces, or at least constants, which influence - and which are possibly also influenced by - a significant number of beings, and form the very essence of some. For example, Good and Evil. Or alternatively (and originally) Chaos and Law. Possibly both. Hm, that's all for now. [/QUOTE]
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