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Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
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<blockquote data-quote="Crimson Longinus" data-source="post: 8198763" data-attributes="member: 7025508"><p>And to answer to common: 'you can easily homebrew this stuff' argument: yes, I can. I can in in fact write a whole RPG system from scratch and have done so in the past. It however is a lot of work, and not something everyone is capable or willing of doing. And also more I need to do that to run the game the way I want, less I have reason to buy WotC's products. D&D is the most popular RPG on the market, and is played by people with varying tastes. It will be wise for WotC to support differnt approaches. </p><p></p><p>BTW, in general I feel that in it would be a good idea for them to publish a book dedicated on different ways to run the game. Like how in DMG there are all of these variant rules. A lot of them are nice, but they're very brief and there isn't terribly much advice on how to incorporate them in the game and what sort of results they will have. This could be expanded. Chapters on running the game on varying level 'heroicness' i.e. characters being super exceptional vs. them being relatively normal people, different levels of lethality, different tech levels, high magic vs. low magic, grittier injuries etc.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8198763, member: 7025508"] And to answer to common: 'you can easily homebrew this stuff' argument: yes, I can. I can in in fact write a whole RPG system from scratch and have done so in the past. It however is a lot of work, and not something everyone is capable or willing of doing. And also more I need to do that to run the game the way I want, less I have reason to buy WotC's products. D&D is the most popular RPG on the market, and is played by people with varying tastes. It will be wise for WotC to support differnt approaches. BTW, in general I feel that in it would be a good idea for them to publish a book dedicated on different ways to run the game. Like how in DMG there are all of these variant rules. A lot of them are nice, but they're very brief and there isn't terribly much advice on how to incorporate them in the game and what sort of results they will have. This could be expanded. Chapters on running the game on varying level 'heroicness' i.e. characters being super exceptional vs. them being relatively normal people, different levels of lethality, different tech levels, high magic vs. low magic, grittier injuries etc. [/QUOTE]
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