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General Tabletop Discussion
*Dungeons & Dragons
What elements does D&D need to keep?
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<blockquote data-quote="Remathilis" data-source="post: 8225272" data-attributes="member: 7635"><p>D&D should be a stock car: complete and usable out of the box but open to being modded and kitted as needed. Nothing grinds my gears worse than the idea D&D/d20 should be GURPS: a generic framework that can support any and all types of fantasy. D&D should be its own game and support its own tropes and setting(s) first, but be open to allowing homebrewing and house-ruling to taste. It is one area I absolutely think Pathfinder got right; everything Paizo puts out fits Golarion and their system first, but can be remixed to make it work with other settings and mods if the GM wants to put the effort it. </p><p></p><p>As to the poll, I think to me there is a certain lingua franca between editions that needs to more-or-less exist. For example, I say I'm playing a <em>Lawful Good Half-elf Monk with a 18 Dexterity and 8 Charisma</em>, you have a general picture of what my character is despite not mentioning if I created the character in AD&D, 3.5, 4e, 5e, or some clone version. Every D&D players knows what <em>"Save vs. Poison" </em>is, even if its actually a Constitution or Fortitude Save. Every player knows a what a the value of a <em>+1 longsword</em> is, even if the math and rarity of such a thing changes. Everyone knows casting fireball requires a handful of d6s. THAT to me is D&D. Which is partially why elements of 4e felt so wrong or why some of the proposed changes for 5e feels like a loss; we lose that common experience that may differ in execution from edition to edition, remains similar enough that a AD&D grognard and a 5e newkid can swap stories and mostly understand what the other is saying.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8225272, member: 7635"] D&D should be a stock car: complete and usable out of the box but open to being modded and kitted as needed. Nothing grinds my gears worse than the idea D&D/d20 should be GURPS: a generic framework that can support any and all types of fantasy. D&D should be its own game and support its own tropes and setting(s) first, but be open to allowing homebrewing and house-ruling to taste. It is one area I absolutely think Pathfinder got right; everything Paizo puts out fits Golarion and their system first, but can be remixed to make it work with other settings and mods if the GM wants to put the effort it. As to the poll, I think to me there is a certain lingua franca between editions that needs to more-or-less exist. For example, I say I'm playing a [I]Lawful Good Half-elf Monk with a 18 Dexterity and 8 Charisma[/I], you have a general picture of what my character is despite not mentioning if I created the character in AD&D, 3.5, 4e, 5e, or some clone version. Every D&D players knows what [I]"Save vs. Poison" [/I]is, even if its actually a Constitution or Fortitude Save. Every player knows a what a the value of a [I]+1 longsword[/I] is, even if the math and rarity of such a thing changes. Everyone knows casting fireball requires a handful of d6s. THAT to me is D&D. Which is partially why elements of 4e felt so wrong or why some of the proposed changes for 5e feels like a loss; we lose that common experience that may differ in execution from edition to edition, remains similar enough that a AD&D grognard and a 5e newkid can swap stories and mostly understand what the other is saying. [/QUOTE]
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What elements does D&D need to keep?
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