Nope. I'm trying to put a delimit on future editions. If no one is in that understood role, I will not agree that it is D&D.
What about those few solo adventures issued by TSR?
Nope. I'm trying to put a delimit on future editions. If no one is in that understood role, I will not agree that it is D&D.
In the context of my thread title, D&D is Rome. What are the roads, you say? The infinite ways to play D&D, and that includes not only the canonical editions but the countless house rules and fantasy heartbreakers, from slight tweakings to major revisionings.
The beauty of this framework--that D&D is Rome and all editions and variations are different roads "to" Rome, or "ways to get there"--is that it takes away any edition from being D&D; editions are ways to "get to" D&D, to play and invoke the D&D experience. So no edition is "true D&D", yet all editions - and all variations - are valid and legit ways to invoke that experience, although there is no one size fits all. We all have our own, unique configuration. Different variations will speak to each of us, well, differently. We don't need to say "4E isn't D&D to me" because it isn't D&D to anyone, but it is a way to play D&D that some find adequate to invoking the D&D experience (and some don't).
That's all fine and good. Personally, I would include all examples of something, even derivative works, to help me define a thing. And I would gather all the qualitative data points instead of trying to quantify it some futile effort to define its "essence."
You certainly can do it that way, but it is a limiting effect on the system and I think you are being arbitrary in application of XP if you have class emulation drive character progression.
I propose another data point. Combat resolution is highly abstract and the many factors that might represent a characters ability to continue to fight are represented by a single mechanical factor, Hit Points.
No, you're not. It's part of the core game concepts & base mechanics. They first showed up formally as "package deals" in either the Adventurer's Club periodicals- their equivalent to Dragon- or HERO 3rd or 4Ed, but that was just giving a name to one way of using the rules.
A "class" in a HERO D&D sim is no more arbitrary than any other package deal in the game, like "policeman," "reporter," "scientist," "elf," "werewolf" or what have you- which you can see in the core handbook. Each package deal is a set of defined skills, powers, limitation and whatnot that you improve upon by spending XP on within the package.
The only real diffference is that you'd be limiting when players could spend XP to improve their PCs, since the default is that you can spend them anytime between adventures.
You might want to rephrase that in the light of 4Ed's Healing Surge mechanic, unless you just view that as a shift from casters to all classes of the ability to heal.
On the whole, though, I don't see how that's going to weed out a lot of RPGs.
You might want to rephrase that in the light of 4Ed's Healing Surge mechanic, unless you just view that as a shift from casters to all classes of the ability to heal.
On the whole, though, I don't see how that's going to weed out a lot of RPGs.
I agree there are some commonalities across all forms of D&D. Let me pose a question. I feel Pathfinder is "more D&D" than 4e is, to me. Is Pathfinder Rome?