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*Dungeons & Dragons
What's wrong with a human-centric fantasy world?
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<blockquote data-quote="Grainger" data-source="post: 6490824" data-attributes="member: 6779234"><p>I don't like the "kitchen sink" feel either, especially in terms of historicity. I prefer to pick a period, and stick with it. So, no Renaissance weapons, no chainmail and plate in widespread use at the same time, etc. What I've been careful to do is come up with alternatives to banned equipment that keep character classes in balance - so although chain is the best armour in my game, heavy armour users can use "better quality chain", which is - in crunch terms - equivalent to splint, plate, etc. This way I have a different flavour, but retain the game balance. That said, if I was more experienced in running a 5e game, I might play with the crunch aspects - but at the moment, I thought it best to keep it as vanilla as possible.</p><p></p><p>In terms of fantasy races - I tend to design in quite human-centric terms, as I use real medieval settings as my basis, but I still allow fantasy races, so my players have the choice I might want. The game world is very human-centric, though - with demi-humans somewhat pushed to the edges (players can play them, but most NPCs will be Humans). I'm running a post-Norman-conquest type of setting, but the "Normans" are Elves - giving a racial aspect to the social elite of Lords and Kings who are in charge of the country. Doesn't stop there being plenty of powerful Humans, and there are increasing numbers of Half-Elves around, due to intermarriage...</p><p></p><p>That all said, I think it's really great to pare D&D back. Settings like BECMI's Hollow World*, or AD&D's Dark Sun really give a unique flavour, while still feeling like D&D. As long as the players are forewarned about the setting, and they enjoy it, of course. If they are the sort to outright demand that all the PHB options are available, then it'll be problematic. But IMO players should have some faith in their DM to come up with an interesting game. I know some DMs might insist on odd rules interpretations that nobble a character class, and irritate fans of that class, but if it's all up-front, problems should be minimised.</p><p></p><p></p><p></p><p></p><p>*Hollow World severely curtailed magic, for example, rendering many spells unusable. It also made undead much more powerful, and significantly changed up which weapons different classes could use. Was it balanced? I don't know, but it was fun. I could understand if some spellcasting fans were a bit irked, though.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6490824, member: 6779234"] I don't like the "kitchen sink" feel either, especially in terms of historicity. I prefer to pick a period, and stick with it. So, no Renaissance weapons, no chainmail and plate in widespread use at the same time, etc. What I've been careful to do is come up with alternatives to banned equipment that keep character classes in balance - so although chain is the best armour in my game, heavy armour users can use "better quality chain", which is - in crunch terms - equivalent to splint, plate, etc. This way I have a different flavour, but retain the game balance. That said, if I was more experienced in running a 5e game, I might play with the crunch aspects - but at the moment, I thought it best to keep it as vanilla as possible. In terms of fantasy races - I tend to design in quite human-centric terms, as I use real medieval settings as my basis, but I still allow fantasy races, so my players have the choice I might want. The game world is very human-centric, though - with demi-humans somewhat pushed to the edges (players can play them, but most NPCs will be Humans). I'm running a post-Norman-conquest type of setting, but the "Normans" are Elves - giving a racial aspect to the social elite of Lords and Kings who are in charge of the country. Doesn't stop there being plenty of powerful Humans, and there are increasing numbers of Half-Elves around, due to intermarriage... That all said, I think it's really great to pare D&D back. Settings like BECMI's Hollow World*, or AD&D's Dark Sun really give a unique flavour, while still feeling like D&D. As long as the players are forewarned about the setting, and they enjoy it, of course. If they are the sort to outright demand that all the PHB options are available, then it'll be problematic. But IMO players should have some faith in their DM to come up with an interesting game. I know some DMs might insist on odd rules interpretations that nobble a character class, and irritate fans of that class, but if it's all up-front, problems should be minimised. *Hollow World severely curtailed magic, for example, rendering many spells unusable. It also made undead much more powerful, and significantly changed up which weapons different classes could use. Was it balanced? I don't know, but it was fun. I could understand if some spellcasting fans were a bit irked, though. [/QUOTE]
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