Tallifer
Hero
What is so interesting about the (very much pseudo) medieval tableaux that keeps the community stuck at that well?
What is so interesting about the (very much pseudo) medieval tableaux that keeps the community stuck at that well?
Here is the list of land Medieval Era units in the popular video game Sid Meier's Civilization 6
- Skirmisher
- Warak'aq
- Berserker
- Samurai
- Khevsur
- Crossbowman
- Crouching Tiger (cannon)
- Domrey
- Pikeman
- Impi
- Courser
- Black Army
- Knight
- Mamluk
- Mandekalu Cavalry
- Winged Hussar
- Keshig
Except the cannon and the elephant, D&D should offer me an effective way to play all these archetypes 5 years in.
You can't even be a proper Jaguar or Eagle warrior for Huitzilopochtli's sake.
Then we add cultural appropriation to the mix.
Basically, it's bad form for traditionally colonial cultures to borrow cultural elements from colonized/ minority cultures. White North American's shouldn't be using the myths and legends of Mesoamericans or the Chinese or the Arabians.
5E not the most creative.
2E had that stuff.
AD&D 2E had some of it.
Little of it was balanced.
D&D warriors were too tilted to European style combat and gear and fantasical versions on nonEuropean warriors were wonky. An Impi loses armor and gets +1 AC more from his shield for trouble.
Not designed to be balanced. Last I saw Impi didn't wear plate armor.
Games D&D though not Impi vs Elephants.
2E Barbarian book had magical paint granting metal armor AC.
You could do it if you wanted to.
As I said 5E isn't that creative, the creative golden age was long ago.
You can go 3pp for that stuff.
Well that's the point.
3e, 4e, and 5e weren't creative in theme. They barely or didn't attempt to make nonEuropean character adventurer archetypes.
1e and 2e weren't creative in balance. They often had official variants in Dragon or book within 5 years. But little of it was playable along with the base game.
I hope in 6e, D&D will have balance rules for knights, berserkers, samurai, gladiators, mamluks, mandekalu, impi, jaguar knights, and khesigs 5 years after release.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.