Reynard said:I disagree. If those changes, whether house rules or "official" changes, are relativdely minor or rely largely on the addition or removal of certain elements (classes being the primary example), then I would say the system is flexible.
In order to make Darksun work you have to rehash the arcane magic system ( and/or make it a nonoption for PCs ) and use psionics (and Psi is not even core in 3e.).
In Dragonlance, you might have to remove Divine Magic ( aside from a couple of classes ) from the game.
These don't seem like "minor changes" to me...if they were removing arcane magic or divine magic from D&D, people would be crying that "it's no longer D&D" all over the place ( not that I agree, but still... ).
IMHO, a system is really "flexible" only if it covers almost anything your characters might want to play, and if you can easily tweak the system without any need to rebalance it.
In D&D, if you remove magic items you PCs fall short on AC and saves; if you remove Divine magic they fall short on healing; remove Arcane Magic and they're suddenly low on battlefield and enemy control, as well as being significantly weaker at higher levels.
Furthermore, we needed a couple of years of splats just to cover most fantasy archetypes.
When a game is flexible enough, you don't need to add anything to suit your needs; adding to an existing game needs rebalancing. The more significant the change, the harder the rebalancing.
d20 modern is an example of a more "flexible" system...not the best one out there, but certainly better ( in the flexibility department, I still prefer D&D as far as fun goes ) than D&D ( base classes being generic archetypes more than fixed roles).
Remove the fluff, and you've got a game that's not too unbalanced ( since most arcane classes will cast 5th level spells at best ), and that covers most fantasy archetypes.
And, again, the d20 system is not D&D, D&D just happens to use d20.
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