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Too many cooks (a DnDN retrospective)
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<blockquote data-quote="Remathilis" data-source="post: 6057961" data-attributes="member: 7635"><p>Which is why six-shooters have been on the weapon list of every edition of D&D from 1977 on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>There are two issues confusing each other here: the role of DM to create a unique setting and the role of the game designers to create a default setting. I don't find these two things incompatible; in fact I find them inseparable. </p><p></p><p>First, WotC has every right to say "In lieu of the DM saying otherwise, X is true of the game." to create a reasonable set of player expectations. Unless my DM says otherwise, I should assume mages use spell slots, clerics heal and thieves steal, dwarves like axes, elves like bows, goblins are squat and sour, and dragons come color coded for your convenience. This doesn't disqualify demon-men or construct PCs mind you; they can fit in the default setting right along with the traditional elements. (I'm actually a big advocate of tieflings, dragonborn and warlords in the PHB Next). </p><p></p><p>The point is WotC has a right to hand me a finished game; not "pick one from column A, one from column B, and apply your own special English to make D&D". WotC should give me options, but the dials need to have a starting point. Give the caster's unique casting methods and then let me switch, mix, and match them if I want. Give me a default healing mechanic and let me adjust how lethal I want it. Let me dial up or down the complexity of combat. Don't just give me three spell systems in one chapter, two combat systems in another, and four healing mechanics in a third and say "pick the one that fits your game." Do it yourself PHBs won't fix the problem.</p><p></p><p>HOWEVER, I think if the DM is the kind who is prone to tinkering, then that is fine too. If he want's to mix and match magic systems (and even open it up to PC choice) he can. He want's a game that's nasty, brutish and short with lethal combat and no magic? He can by twisting X, Y, and Z knobs from their default and disallowing A, B, and C options. And he's not being wrong for doing it. </p><p></p><p>Next CAN be a unifier here; make the defaults mimic older, "Classic" D&D and then allow the dials and options twist to create any mix of older, newer, or unique you want. Why is this so controversial? It should be a no brainer except to some people who think the dials should be either in the hands of the players or set automatically to 11?</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6057961, member: 7635"] Which is why six-shooters have been on the weapon list of every edition of D&D from 1977 on. :p There are two issues confusing each other here: the role of DM to create a unique setting and the role of the game designers to create a default setting. I don't find these two things incompatible; in fact I find them inseparable. First, WotC has every right to say "In lieu of the DM saying otherwise, X is true of the game." to create a reasonable set of player expectations. Unless my DM says otherwise, I should assume mages use spell slots, clerics heal and thieves steal, dwarves like axes, elves like bows, goblins are squat and sour, and dragons come color coded for your convenience. This doesn't disqualify demon-men or construct PCs mind you; they can fit in the default setting right along with the traditional elements. (I'm actually a big advocate of tieflings, dragonborn and warlords in the PHB Next). The point is WotC has a right to hand me a finished game; not "pick one from column A, one from column B, and apply your own special English to make D&D". WotC should give me options, but the dials need to have a starting point. Give the caster's unique casting methods and then let me switch, mix, and match them if I want. Give me a default healing mechanic and let me adjust how lethal I want it. Let me dial up or down the complexity of combat. Don't just give me three spell systems in one chapter, two combat systems in another, and four healing mechanics in a third and say "pick the one that fits your game." Do it yourself PHBs won't fix the problem. HOWEVER, I think if the DM is the kind who is prone to tinkering, then that is fine too. If he want's to mix and match magic systems (and even open it up to PC choice) he can. He want's a game that's nasty, brutish and short with lethal combat and no magic? He can by twisting X, Y, and Z knobs from their default and disallowing A, B, and C options. And he's not being wrong for doing it. Next CAN be a unifier here; make the defaults mimic older, "Classic" D&D and then allow the dials and options twist to create any mix of older, newer, or unique you want. Why is this so controversial? It should be a no brainer except to some people who think the dials should be either in the hands of the players or set automatically to 11? [/QUOTE]
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