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The Rules Cyclopedia - Unlearning Dnd Preconceptions from a 3e player
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<blockquote data-quote="Li Shenron" data-source="post: 8202711" data-attributes="member: 1465"><p>BECMI is where I started and I will always love it.</p><p></p><p>Just a few spare opinions here...</p><p></p><p>Alignment felt to us pretty much a Heroes vs Villain thing, with Neutral = unaligned/undecided/don't trust. Also the idea of alignments languages was too goofy... having 2 creatures from faraway worlds being able to fully communicate because of sharing the same morals was somehow intriguing but actually implied too much about Alignment being an uber cosmic force. I felt that the 9 alignments were a big improvement overall, even if most players ended up playing them too strictly.</p><p></p><p>Much more bounded bonuses and HP wasn't bad at all. It made every extra point gained a great achievement. Later editions felt a bit like inflation, although they do have the benefit of allowing much bigger battles with lots of lesser monsters (but then they often didn't handle them well from an action economy POV).</p><p></p><p>Name levels had a lot of charm... but also implied a bit too much on the narrative. Nowadays I rather prefer complete independence between adventuring level and out-of-adventure power and status.</p><p></p><p>Nature Cleric vs Druid has never been a problem per se. It's a problem only when a DM thinks that everything that's in a book exists commonly in the fantasy world, and overlapping requires an explanation. It doesn't.</p><p></p><p>Wish restricted to top character level was a good idea. But I think an even better idea would be Wish to be not a spell but something else. As a potentially "can do anything" effect it has a wonderful narrative potential but it requires to be seriously restricted in how often it is allowed, so it just can't be a daily option at ANY level. As a "replicate any lesser spell" is gamebreaking in a different way, but in addition it's also boring. My solution is simply not to run the game at a level where Wish is available, maybe reach that level at the end of a campaign but I wouldn't stay there. It is just better to have Wish as an occasional single-use power as from a ring or another magic item, then I don't even have to think about how to nerf it each time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8202711, member: 1465"] BECMI is where I started and I will always love it. Just a few spare opinions here... Alignment felt to us pretty much a Heroes vs Villain thing, with Neutral = unaligned/undecided/don't trust. Also the idea of alignments languages was too goofy... having 2 creatures from faraway worlds being able to fully communicate because of sharing the same morals was somehow intriguing but actually implied too much about Alignment being an uber cosmic force. I felt that the 9 alignments were a big improvement overall, even if most players ended up playing them too strictly. Much more bounded bonuses and HP wasn't bad at all. It made every extra point gained a great achievement. Later editions felt a bit like inflation, although they do have the benefit of allowing much bigger battles with lots of lesser monsters (but then they often didn't handle them well from an action economy POV). Name levels had a lot of charm... but also implied a bit too much on the narrative. Nowadays I rather prefer complete independence between adventuring level and out-of-adventure power and status. Nature Cleric vs Druid has never been a problem per se. It's a problem only when a DM thinks that everything that's in a book exists commonly in the fantasy world, and overlapping requires an explanation. It doesn't. Wish restricted to top character level was a good idea. But I think an even better idea would be Wish to be not a spell but something else. As a potentially "can do anything" effect it has a wonderful narrative potential but it requires to be seriously restricted in how often it is allowed, so it just can't be a daily option at ANY level. As a "replicate any lesser spell" is gamebreaking in a different way, but in addition it's also boring. My solution is simply not to run the game at a level where Wish is available, maybe reach that level at the end of a campaign but I wouldn't stay there. It is just better to have Wish as an occasional single-use power as from a ring or another magic item, then I don't even have to think about how to nerf it each time. [/QUOTE]
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