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What have you done with the sacred cow?
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<blockquote data-quote="Lord Zardoz" data-source="post: 710331" data-attributes="member: 704"><p>Most of these changes are not particularly uncommon to see. Many of them are among the first things that are changed when someone customises the rules. I have either ran or played under similar changes myself. To me, nothing here really strikes me as being a Sacred Cow. They are more like Traditional Turkeys.</p><p></p><p></p><p></p><p>I ran Birthright, but as a more 'normal' campaign world. As it is written, there is no common tounge. There are the racial tounges for the non-humans, and one language for each human culture (Anuirean, Khinasi, Rjurik, Brecht, and Vos).</p><p></p><p></p><p></p><p>Elements of the above were used in my Birthright campaign. People wandering around cities armed to the teeth were generally either asked to disarm or were forced to pay a weapons tax. And I think many campaigns incorporate local town guards to prevent the players from slaughtering people in a bar fight.</p><p></p><p></p><p></p><p>In many settings, the culture of the area determines what sort of armor is available.</p><p></p><p></p><p></p><p>This one is actually rather unique, since it directly addresses miscelaneous purchases. Many campaigns only track the purchase of weapons and specific equipment.</p><p></p><p></p><p></p><p>I played in a friends campaign that is so heavily customized with respect to the classes that it is barely recognizable as D&D. And I have played in campaigns that restricted or removed certain races.</p><p></p><p>Here are what I consider the true sacred cows of D&D.</p><p></p><p>1) Humans are the dominant culture.</p><p>1a) That culture is Feudal in nature.</p><p>2) Elves, Dwarves, Halflings, and Gnomes are all predominantly good races.</p><p>2a) Elves like forests. Dwarves like Mountains.</p><p>3) The land and climate resembles Midevil Europe.</p><p>4) The existence of gods is blatently obvious, as they take an intrest in mortal affairs.</p><p>5) Slaying monsters, Rescuing Princesses, Finding lost Treasures, and surviving elaborate traps makes you more powerful then mere mortals, to the point where it takes several good stabbings with a sword to make you get dead. And very often, it wont take.</p><p></p><p>Change the above drastically, especially number 5, and then I will be impressed.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 710331, member: 704"] Most of these changes are not particularly uncommon to see. Many of them are among the first things that are changed when someone customises the rules. I have either ran or played under similar changes myself. To me, nothing here really strikes me as being a Sacred Cow. They are more like Traditional Turkeys. I ran Birthright, but as a more 'normal' campaign world. As it is written, there is no common tounge. There are the racial tounges for the non-humans, and one language for each human culture (Anuirean, Khinasi, Rjurik, Brecht, and Vos). [B][/B] Elements of the above were used in my Birthright campaign. People wandering around cities armed to the teeth were generally either asked to disarm or were forced to pay a weapons tax. And I think many campaigns incorporate local town guards to prevent the players from slaughtering people in a bar fight. [B][/B] In many settings, the culture of the area determines what sort of armor is available. [B][/B] This one is actually rather unique, since it directly addresses miscelaneous purchases. Many campaigns only track the purchase of weapons and specific equipment. [B][/B] I played in a friends campaign that is so heavily customized with respect to the classes that it is barely recognizable as D&D. And I have played in campaigns that restricted or removed certain races. Here are what I consider the true sacred cows of D&D. 1) Humans are the dominant culture. 1a) That culture is Feudal in nature. 2) Elves, Dwarves, Halflings, and Gnomes are all predominantly good races. 2a) Elves like forests. Dwarves like Mountains. 3) The land and climate resembles Midevil Europe. 4) The existence of gods is blatently obvious, as they take an intrest in mortal affairs. 5) Slaying monsters, Rescuing Princesses, Finding lost Treasures, and surviving elaborate traps makes you more powerful then mere mortals, to the point where it takes several good stabbings with a sword to make you get dead. And very often, it wont take. Change the above drastically, especially number 5, and then I will be impressed. END COMMUNICATION [/QUOTE]
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