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Why Shouldn't Martial Characters have powers?
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<blockquote data-quote="Raven Crowking" data-source="post: 3864921" data-attributes="member: 18280"><p>I've got no problem with a D&D that includes classes modelled after the Mighty Morphin' Power Rangers and Xena Warrior Princess if it is also capable of modelling Conan. I've got no problem if some modification is required.</p><p></p><p>That said, Howard's work is currently being reprinted, as is Burroughs'. There is a comic book version of <em>A Princess of Mars</em> (and possibly a film) in the works. A lot of older fantasy novels (LotR, Narnia, The Dark is Rising) are seeing a renewed interest due to films based on them. Conan has an excellent comic, Solomon Kane and Kull are slated for comics next year. In the short story market, anyway, it is a lot easier to sell a pulp-like fantasy story than a Wahoo! D&D fantasy story. That pendulum is ever-shifting, and WotC ignores the older material at its peril, too.</p><p></p><p>(Not that I am certain that the world setting of 4e <em>does</em> ignore older material. Points-of-light is pretty Conan/pulp fantasy/old D&D.)</p><p></p><p></p><p></p><p>I would agree. Magic is a larger part of the Conan stories than the mundane, too. However, there is a difference between magic being a large part of the world and the primary focus of the protagonists.</p><p></p><p>Even if the first three classes were fighting-man, magic man, and healer, if fighting-man gets played more often than the other two (because he is more likely to survive at lower levels, for example), then the game can offer three choices while being focused on the mundane from the PC's/protagonists' perspective.</p><p></p><p>I tend to think that D&D offers three great potential experiences: Mundane people encountering the weird and unusual (the basis of about half the pulps and most of the so-called "weird fiction"), unusual people encountering the weird and unusual (another common pulp trope, though unusual in this case is about as far from the norm as Doc Savage or Tarzan), and weird people encountering the mundane (a more post-modern take on the genre, added to the mix mostly by 3e).</p><p></p><p>I'd be happiest with a game that could do a fantastic job of offering all three of these experiences, but I am not certain that could be done without a DM advice section the size of a telephone book. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Thoughts?</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3864921, member: 18280"] I've got no problem with a D&D that includes classes modelled after the Mighty Morphin' Power Rangers and Xena Warrior Princess if it is also capable of modelling Conan. I've got no problem if some modification is required. That said, Howard's work is currently being reprinted, as is Burroughs'. There is a comic book version of [i]A Princess of Mars[/i] (and possibly a film) in the works. A lot of older fantasy novels (LotR, Narnia, The Dark is Rising) are seeing a renewed interest due to films based on them. Conan has an excellent comic, Solomon Kane and Kull are slated for comics next year. In the short story market, anyway, it is a lot easier to sell a pulp-like fantasy story than a Wahoo! D&D fantasy story. That pendulum is ever-shifting, and WotC ignores the older material at its peril, too. (Not that I am certain that the world setting of 4e [i]does[/i] ignore older material. Points-of-light is pretty Conan/pulp fantasy/old D&D.) I would agree. Magic is a larger part of the Conan stories than the mundane, too. However, there is a difference between magic being a large part of the world and the primary focus of the protagonists. Even if the first three classes were fighting-man, magic man, and healer, if fighting-man gets played more often than the other two (because he is more likely to survive at lower levels, for example), then the game can offer three choices while being focused on the mundane from the PC's/protagonists' perspective. I tend to think that D&D offers three great potential experiences: Mundane people encountering the weird and unusual (the basis of about half the pulps and most of the so-called "weird fiction"), unusual people encountering the weird and unusual (another common pulp trope, though unusual in this case is about as far from the norm as Doc Savage or Tarzan), and weird people encountering the mundane (a more post-modern take on the genre, added to the mix mostly by 3e). I'd be happiest with a game that could do a fantastic job of offering all three of these experiences, but I am not certain that could be done without a DM advice section the size of a telephone book. :lol: Thoughts? RC [/QUOTE]
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