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The Sacred Cow Slaughterhouse: Ideas you think D&D's better without
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<blockquote data-quote="Systole" data-source="post: 6197547" data-attributes="member: 93930"><p><shrug> Your call. I've been playing for 25 years. I like 13th Age because D&D has at long last stopped telling me what kind of character I <em>should </em>play, and is instead letting me make the character that I <em>want </em>to play.</p><p></p><p>In AD&D, you had things like humans dual-classing and nonhumans multiclassing. There were rules and restrictions on what you could and couldn't do that didn't have any good reason for being there except that it the original developers had a vision of the D&D world that was incorporated into the ruleset. In 3rd ed., the writers stepped back and said (among other things), "Look, why does an elf advance differently from a human? Wouldn't it be better and simpler if they advanced the same way? Okay, let's fix that." And it was awesome because it leveled the field and got closer to the goal of letting players play what they want without feel straitjacketed. Was it perfect? No. But it was a vast improvement over AD&D.</p><p></p><p>In 13th Age, I feel like the writers have taken that to its logical conclusion. In PF, for example, halflings have a size penalty and a negative Strength modifier. That means that if you want to make, for example, a halfling barbarian, you are going to run with a gimped character that is never going to be as good as a human or even an elf barbarian. So you're sometimes left with this choice of: play a gimped PC, or play a PC that isn't really your first choice. In 13th Age, you do not have to make that choice, because your halfling barbarian will be every bit as badass as a human barbarian. Your dwarf sorcerer will be every bit as good as a dark elf sorcerer. <em>That's </em>why I think 13th Age is the best thing since 3rd edition.</p></blockquote><p></p>
[QUOTE="Systole, post: 6197547, member: 93930"] <shrug> Your call. I've been playing for 25 years. I like 13th Age because D&D has at long last stopped telling me what kind of character I [I]should [/I]play, and is instead letting me make the character that I [I]want [/I]to play. In AD&D, you had things like humans dual-classing and nonhumans multiclassing. There were rules and restrictions on what you could and couldn't do that didn't have any good reason for being there except that it the original developers had a vision of the D&D world that was incorporated into the ruleset. In 3rd ed., the writers stepped back and said (among other things), "Look, why does an elf advance differently from a human? Wouldn't it be better and simpler if they advanced the same way? Okay, let's fix that." And it was awesome because it leveled the field and got closer to the goal of letting players play what they want without feel straitjacketed. Was it perfect? No. But it was a vast improvement over AD&D. In 13th Age, I feel like the writers have taken that to its logical conclusion. In PF, for example, halflings have a size penalty and a negative Strength modifier. That means that if you want to make, for example, a halfling barbarian, you are going to run with a gimped character that is never going to be as good as a human or even an elf barbarian. So you're sometimes left with this choice of: play a gimped PC, or play a PC that isn't really your first choice. In 13th Age, you do not have to make that choice, because your halfling barbarian will be every bit as badass as a human barbarian. Your dwarf sorcerer will be every bit as good as a dark elf sorcerer. [I]That's [/I]why I think 13th Age is the best thing since 3rd edition. [/QUOTE]
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