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what makes a game "D&D"?
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<blockquote data-quote="Remathilis" data-source="post: 1238040" data-attributes="member: 7635"><p>My personal list of sacred cows...</p><p></p><p>1.) Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. </p><p> a.) Strength Modifies to hit/dmg, Dex Mod AC, Con Mods Hp, Int mods Lang, Wis Mods saves, Cha mods social skills</p><p> b.) Low Score Penalize, High Score give benefits, starting range should be 3-18.</p><p>2.) Races</p><p> a.) Human, Elf, Dwarf, Halfling</p><p> b.) Monsters: goblins, undead, beholders, dragons (chormatic with different breath weapons), orcs, demons (CE), devils (LE), giants, elementals, fey</p><p>3.) Classes and Levels</p><p> a.) A fighting/warrior type. Strong, all wpns/amor, high hp</p><p> b.) A Divine caster. Wise, healing/defense, descent combatant</p><p> c.) A Wizard/caster. Intelligent, weak combatant, spell slots.</p><p> d.) A Rogue/Skill User. Dexteritous, cunning, masters of stealth and trickery.</p><p>4.) Alignment</p><p> a.) A Law-Neutral-Chaos Axis, with either a tight or loose Good/Evil axis.</p><p> b.) Tangible affects (Detection, Weapons, Class Restriction)</p><p>5.) Combat</p><p> a.) An Armor Class derrived from Dex, Armor, and Magic</p><p> b.) Hit Points defined by class, modified by con.</p><p> c.) A To hit modifier dependant on class and level, str modifies melee, dex modifies missile</p><p> d.) Weapons that deal different dice of damage.</p><p> e.) Saving throws to resist magic, poison, other affects.</p><p>6.) Magic</p><p> a.) Spell Slots, number tied to level</p><p> b.) Spells range in level, higher level spells are better than lower</p><p> c.) Spells can be resisted by saving throws</p><p> d.) Arcane/Divine Division. Arcane good for changing/movement/attack, Divine good for defense and healing.</p><p> e.) Spells effects tied to spell and caster level</p><p> f.) Magical Items that improve statitistics (AC, Attack Rolls), or give new effects. </p><p></p><p>***</p><p>These things have not changed from Any edition of D&D, and without them you are not really playing D&D. (Aspects of all have changed by level though, but not their removal)</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1238040, member: 7635"] My personal list of sacred cows... 1.) Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. a.) Strength Modifies to hit/dmg, Dex Mod AC, Con Mods Hp, Int mods Lang, Wis Mods saves, Cha mods social skills b.) Low Score Penalize, High Score give benefits, starting range should be 3-18. 2.) Races a.) Human, Elf, Dwarf, Halfling b.) Monsters: goblins, undead, beholders, dragons (chormatic with different breath weapons), orcs, demons (CE), devils (LE), giants, elementals, fey 3.) Classes and Levels a.) A fighting/warrior type. Strong, all wpns/amor, high hp b.) A Divine caster. Wise, healing/defense, descent combatant c.) A Wizard/caster. Intelligent, weak combatant, spell slots. d.) A Rogue/Skill User. Dexteritous, cunning, masters of stealth and trickery. 4.) Alignment a.) A Law-Neutral-Chaos Axis, with either a tight or loose Good/Evil axis. b.) Tangible affects (Detection, Weapons, Class Restriction) 5.) Combat a.) An Armor Class derrived from Dex, Armor, and Magic b.) Hit Points defined by class, modified by con. c.) A To hit modifier dependant on class and level, str modifies melee, dex modifies missile d.) Weapons that deal different dice of damage. e.) Saving throws to resist magic, poison, other affects. 6.) Magic a.) Spell Slots, number tied to level b.) Spells range in level, higher level spells are better than lower c.) Spells can be resisted by saving throws d.) Arcane/Divine Division. Arcane good for changing/movement/attack, Divine good for defense and healing. e.) Spells effects tied to spell and caster level f.) Magical Items that improve statitistics (AC, Attack Rolls), or give new effects. *** These things have not changed from Any edition of D&D, and without them you are not really playing D&D. (Aspects of all have changed by level though, but not their removal) [/QUOTE]
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