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Which D&D "cow" is least sacred?
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<blockquote data-quote="Samothdm" data-source="post: 1336117" data-attributes="member: 5473"><p>I voted "Other". Before I explain that, I'll explain my position that I think many of the items on the poll are part of D&D as a game. Take them out and you're not playing D&D any more. </p><p></p><p>For people who don't want those other elements, there should be a supplemental book (ala "Unearthed Arcana" which is coming out soon from WotC) that will give options for replacing things like HP, AC, and the Vancian magic system. </p><p></p><p>As for alignment - if you don't like it, ditch it. It's pretty simple. You just need to make sure to keep track of the magic items and spells that are triggered by alignment and remove or change them. </p><p></p><p>As far as Tolkienesque races - I'm not sure what races you'd want in place of them. It seems odd to delete standard fantasy races from a fantasy game. Since the game is modular to a certain extent, however, if you don't want 'em, again, ditch 'em. Replace them with a combo of stuff from your homebrew or with monsters from the Monster Manual used in conjunction with Savage Species. </p><p></p><p>I think what happens is that people are getting too focused on "if it's in the rules I have to use it." This is a <strong>game</strong> and it's supposed to be fun. Take out what you don't want and you'll be fine as long as the rest of your group agrees.</p><p></p><p>Okay, that said, here's what I would change: the cleric class, specifically the "turn undead" ability. It makes no sense to me that a cleric of, say, the God of Thieves or the Goddess of Love would know how to turn undead. I prefer something more along the lines of the priest class from 2E with different options for making customized priesthoods.</p></blockquote><p></p>
[QUOTE="Samothdm, post: 1336117, member: 5473"] I voted "Other". Before I explain that, I'll explain my position that I think many of the items on the poll are part of D&D as a game. Take them out and you're not playing D&D any more. For people who don't want those other elements, there should be a supplemental book (ala "Unearthed Arcana" which is coming out soon from WotC) that will give options for replacing things like HP, AC, and the Vancian magic system. As for alignment - if you don't like it, ditch it. It's pretty simple. You just need to make sure to keep track of the magic items and spells that are triggered by alignment and remove or change them. As far as Tolkienesque races - I'm not sure what races you'd want in place of them. It seems odd to delete standard fantasy races from a fantasy game. Since the game is modular to a certain extent, however, if you don't want 'em, again, ditch 'em. Replace them with a combo of stuff from your homebrew or with monsters from the Monster Manual used in conjunction with Savage Species. I think what happens is that people are getting too focused on "if it's in the rules I have to use it." This is a [b]game[/b] and it's supposed to be fun. Take out what you don't want and you'll be fine as long as the rest of your group agrees. Okay, that said, here's what I would change: the cleric class, specifically the "turn undead" ability. It makes no sense to me that a cleric of, say, the God of Thieves or the Goddess of Love would know how to turn undead. I prefer something more along the lines of the priest class from 2E with different options for making customized priesthoods. [/QUOTE]
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