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Vanilla Essence: 1E Demographics and the Implied Setting
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<blockquote data-quote="mmadsen" data-source="post: 3691683" data-attributes="member: 1645"><p>You raise a number of issues Sepulchrave II.</p><p></p><p>I agree that 1E style demographics place the game in a more "realistic" setting by (a) more closely matching pre-modern demographics and (b) drastically reducing the number of high-level spellcasters.</p><p></p><p>I like your "real people" metaphor, but I don't think that such real people have to be implemented as 0-level characters to work; they just need real-people classes that don't grant hit dice and improved combat abilities (BAB and Saves) with every level. (This would be more elegant if D&D moved away from hit dice and toward a Damage Save; then real-people classes simply wouldn't improve BAB and Saves.) The bulk of elf society, for instance, could be 10th-level experts, but they'd fall before the orc barbarian hordes like wheat before the scythe. Of course, the biggest difference between adventurers and real people should simply be that real people don't look for fights, and they don't stand and fight if one finds them; they run away.</p><p></p><p>Lastly, I agree that Leadership should play a much larger role in the game. Charismatic characters should have plenty of "human resources" to call upon -- enough to rival the power of a hermit wizard's spells.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 3691683, member: 1645"] You raise a number of issues Sepulchrave II. I agree that 1E style demographics place the game in a more "realistic" setting by (a) more closely matching pre-modern demographics and (b) drastically reducing the number of high-level spellcasters. I like your "real people" metaphor, but I don't think that such real people have to be implemented as 0-level characters to work; they just need real-people classes that don't grant hit dice and improved combat abilities (BAB and Saves) with every level. (This would be more elegant if D&D moved away from hit dice and toward a Damage Save; then real-people classes simply wouldn't improve BAB and Saves.) The bulk of elf society, for instance, could be 10th-level experts, but they'd fall before the orc barbarian hordes like wheat before the scythe. Of course, the biggest difference between adventurers and real people should simply be that real people don't look for fights, and they don't stand and fight if one finds them; they run away. Lastly, I agree that Leadership should play a much larger role in the game. Charismatic characters should have plenty of "human resources" to call upon -- enough to rival the power of a hermit wizard's spells. [/QUOTE]
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