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Thoughts on Divorcing D&D From [EDIT: Medievalishness], Mechanically Speaking.
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<blockquote data-quote="Reynard" data-source="post: 9360536" data-attributes="member: 467"><p>The reason this thread is under the 5E tag is that I want to talk about mechanics and figure using the current rules makes the most sense from that perspective.</p><p></p><p>When I say "divorcing from medievalism" I mean building a D&D in a modern-ish assumed setting (not necessarily out Earth). Somewhere between the Industrial Revolution and WW1, technologically speaking. This doesn't have to be steampunk -- in fact, i would rather it weren't, but whatever. But remember in this thread I am more concerned with mechanical changes that help support this assumed setting than I am with thematic, lore or other fluffy changes.</p><p></p><p>First on the list, I think, is to greatly reduce or eliminate the focus on armor as a thing. Certain classes should be proficient in Defense (adding their PB to their AC).</p><p>Second is to add guns and decent firearms rules. Firearms should not be overpowered. Rather, they should be considered the standard weapons, from small and simple to heavy and complex. There should be a difference between a revolver and a bolt action and a tommy gun, etc. And they should not be the purview of any specific classes. Rather, there should be simple and martial firearms just like other weapons. other weapons should not be ignored, but they take a back seat to guns.</p><p>Classes would need a complete overhaul. Some, in their current form, would have to go completely (Bard, Paladin, Druid, Monk and Sorcerer) and others would have to be significantly changes (Cleric, Ranger, Warlock) to fit more modern themes. Rogue, Fighter and Wizard would need some tweaks to fit.</p><p></p><p>The idea is to maintain the same kinds of adventures that D&D does well, from treasure hunting to saving the prince from the dragon, but to move it completely out of the shadow of the medieval and into the recent (pre information age) past.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Reynard, post: 9360536, member: 467"] The reason this thread is under the 5E tag is that I want to talk about mechanics and figure using the current rules makes the most sense from that perspective. When I say "divorcing from medievalism" I mean building a D&D in a modern-ish assumed setting (not necessarily out Earth). Somewhere between the Industrial Revolution and WW1, technologically speaking. This doesn't have to be steampunk -- in fact, i would rather it weren't, but whatever. But remember in this thread I am more concerned with mechanical changes that help support this assumed setting than I am with thematic, lore or other fluffy changes. First on the list, I think, is to greatly reduce or eliminate the focus on armor as a thing. Certain classes should be proficient in Defense (adding their PB to their AC). Second is to add guns and decent firearms rules. Firearms should not be overpowered. Rather, they should be considered the standard weapons, from small and simple to heavy and complex. There should be a difference between a revolver and a bolt action and a tommy gun, etc. And they should not be the purview of any specific classes. Rather, there should be simple and martial firearms just like other weapons. other weapons should not be ignored, but they take a back seat to guns. Classes would need a complete overhaul. Some, in their current form, would have to go completely (Bard, Paladin, Druid, Monk and Sorcerer) and others would have to be significantly changes (Cleric, Ranger, Warlock) to fit more modern themes. Rogue, Fighter and Wizard would need some tweaks to fit. The idea is to maintain the same kinds of adventures that D&D does well, from treasure hunting to saving the prince from the dragon, but to move it completely out of the shadow of the medieval and into the recent (pre information age) past. Thoughts? [/QUOTE]
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