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<blockquote data-quote="Gradine" data-source="post: 6333884" data-attributes="member: 57112"><p>Except that the specific always overrides the general, and that applies to settings as well. Eberron completely re-wrote the rules for how Divine magic works and I expect it to do so again. Same with Dark Sun for that matter. You could redefine what it means to be a "deity"; there are several modern faiths that couldn't be described as worshiping a god or pantheon, yet one could easily still assign domains to such faiths. This is a nit, and one that can be easily rectified were one inclined to do so more than pick at it.</p><p></p><p>The major fallacy that I'm hearing (and correct me if I'm misreading) is that guidelines (and 5e has plenty of fluff guidelines) stifle creativity. This is simply false. There's a common trope that nothing drives creativity more than a blank slate, but nothing can be further from the truth. Structure and guidelines provide focus and direction which are necessary to drive creativity. </p><p></p><p>Furthermore, we've seen absolutely nothing of the DMG so far and have no reason to suspect it doesn't encouragement and support for DMs to engage in world and setting building. If there isn't I'll be flabbergasted.</p><p></p><p>Your modern campaign setting sounds really awesome, but frankly I can't think how any version of D&D would allow you to do what you want do out of the box without serious revisions and/or overhauls. Quibbling over semantics rather than just making the necessary fixes seems counter-productive,</p></blockquote><p></p>
[QUOTE="Gradine, post: 6333884, member: 57112"] Except that the specific always overrides the general, and that applies to settings as well. Eberron completely re-wrote the rules for how Divine magic works and I expect it to do so again. Same with Dark Sun for that matter. You could redefine what it means to be a "deity"; there are several modern faiths that couldn't be described as worshiping a god or pantheon, yet one could easily still assign domains to such faiths. This is a nit, and one that can be easily rectified were one inclined to do so more than pick at it. The major fallacy that I'm hearing (and correct me if I'm misreading) is that guidelines (and 5e has plenty of fluff guidelines) stifle creativity. This is simply false. There's a common trope that nothing drives creativity more than a blank slate, but nothing can be further from the truth. Structure and guidelines provide focus and direction which are necessary to drive creativity. Furthermore, we've seen absolutely nothing of the DMG so far and have no reason to suspect it doesn't encouragement and support for DMs to engage in world and setting building. If there isn't I'll be flabbergasted. Your modern campaign setting sounds really awesome, but frankly I can't think how any version of D&D would allow you to do what you want do out of the box without serious revisions and/or overhauls. Quibbling over semantics rather than just making the necessary fixes seems counter-productive, [/QUOTE]
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