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What is the essence of D&D
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<blockquote data-quote="Tony Vargas" data-source="post: 7808462" data-attributes="member: 996"><p>What if the other game is Hero? ;P Or any of the other core or universal systems of the 80s? Or FATE, for that matter.</p><p></p><p>And, yes, there have been plenty of lazer-focused niche & licensed games, too, and they're even narrower by intent than D&D is by inertia.</p><p></p><p>D&D doesn't even do traditional, 'High' or S&S genres of fantasy without a fair bit of work. D&D does D&D. DMs re-jigger it to do other things, sure, but if you're willing to rewrite one rules system into another, that's a quality of flexibility and range /of the GM-come-game-designer/, not the system you started with.</p><p></p><p> You could certainly play 4e in a more restrictive mode with regard to items, or with no items at all by flipping on inherent bonuses. Because they weren't that significant. But, yes, the make/buy in 4e was very generous and gave you a lot of latitude to get what you wanted - and, as if the implications of that system weren't enough, it outright recommended the 'wish list.' </p><p></p><p> But, again, not a lot of point to them. Especially pre-E, when so many items did little beyond provide a fairly minor daily power - and the number of item dailies you could use were limited by Milestones. </p><p></p><p>Not only were items lower-impact, that impact was capped by slots, named bonus stacking, healing surges, and milestones.</p><p></p><p>In its attempt to bring 4e back into line with the classic game, though, Essentials made lots of (but still, too little, too late) changes, including doing away with the milestone limit, re-introducing surgeless healing potions, bringing back classic OP items, powering up wizards' spells while taking powers away from fighters, etc...</p><p>...WotC was, even then, clearly aware of the mistake they'd made in backing off from the Primacy of Magic.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7808462, member: 996"] What if the other game is Hero? ;P Or any of the other core or universal systems of the 80s? Or FATE, for that matter. And, yes, there have been plenty of lazer-focused niche & licensed games, too, and they're even narrower by intent than D&D is by inertia. D&D doesn't even do traditional, 'High' or S&S genres of fantasy without a fair bit of work. D&D does D&D. DMs re-jigger it to do other things, sure, but if you're willing to rewrite one rules system into another, that's a quality of flexibility and range /of the GM-come-game-designer/, not the system you started with. You could certainly play 4e in a more restrictive mode with regard to items, or with no items at all by flipping on inherent bonuses. Because they weren't that significant. But, yes, the make/buy in 4e was very generous and gave you a lot of latitude to get what you wanted - and, as if the implications of that system weren't enough, it outright recommended the 'wish list.' But, again, not a lot of point to them. Especially pre-E, when so many items did little beyond provide a fairly minor daily power - and the number of item dailies you could use were limited by Milestones. Not only were items lower-impact, that impact was capped by slots, named bonus stacking, healing surges, and milestones. In its attempt to bring 4e back into line with the classic game, though, Essentials made lots of (but still, too little, too late) changes, including doing away with the milestone limit, re-introducing surgeless healing potions, bringing back classic OP items, powering up wizards' spells while taking powers away from fighters, etc... ...WotC was, even then, clearly aware of the mistake they'd made in backing off from the Primacy of Magic. [/QUOTE]
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