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Why didn't they make D&D more adult?
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<blockquote data-quote="delericho" data-source="post: 5858750" data-attributes="member: 22424"><p>I'm missing something. How would that make D&D more adult?</p><p></p><p>I mean, I can certainly see arguments for more interesting "specialist" wizards - and I felt that the Warmage, Beguiler and Dread Necromancer were a very interesting step in that direction (albeit not a perfect step in that direction). And, indeed, I think the decision to allow the generalist Wizard to eventually access all arcane spells was probably a mistake - adopting a model closer to the Psion (where each discipline has some signature powers that only specialists could access) might well be a good thing.</p><p></p><p>(Conversely, the game could simply declare that a "specialist wizard" was just one who happened to learn more spells of one particular school than another. That way, if you want an Enchanter... just learn lots of enchantments. If you want a "Cold Mage", or a "Rage Mage", or whatever, the game handles that as well... just play a Wizard and pick spells accordingly.)</p><p></p><p>But none of this really has much to do with being 'adult'. In all honesty, I think the game hits about the right tone - aim for mid to late teens, provide little bits of more mature material in supplements ("Book of Vile Darkness", "Heroes of Horror", and the "Fiendish Codices"), and let groups set their own maturity level.</p></blockquote><p></p>
[QUOTE="delericho, post: 5858750, member: 22424"] I'm missing something. How would that make D&D more adult? I mean, I can certainly see arguments for more interesting "specialist" wizards - and I felt that the Warmage, Beguiler and Dread Necromancer were a very interesting step in that direction (albeit not a perfect step in that direction). And, indeed, I think the decision to allow the generalist Wizard to eventually access all arcane spells was probably a mistake - adopting a model closer to the Psion (where each discipline has some signature powers that only specialists could access) might well be a good thing. (Conversely, the game could simply declare that a "specialist wizard" was just one who happened to learn more spells of one particular school than another. That way, if you want an Enchanter... just learn lots of enchantments. If you want a "Cold Mage", or a "Rage Mage", or whatever, the game handles that as well... just play a Wizard and pick spells accordingly.) But none of this really has much to do with being 'adult'. In all honesty, I think the game hits about the right tone - aim for mid to late teens, provide little bits of more mature material in supplements ("Book of Vile Darkness", "Heroes of Horror", and the "Fiendish Codices"), and let groups set their own maturity level. [/QUOTE]
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Why didn't they make D&D more adult?
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