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Wizards of the Coast Re-Registers Dark Sun With USPTO
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<blockquote data-quote="tetrasodium" data-source="post: 9797733" data-attributes="member: 93670"><p>I don't think savage worlds gets much flack over its name. The entry in question describes how the world is savage across that and the other 8 points too. If you look at the 8 points themselves</p><p>[spoiler="said 8 points"]</p><p>[ATTACH=full]421870[/ATTACH]</p><p>[ATTACH=full]421871[/ATTACH]</p><p>[/spoiler]</p><p>The word is definitely not used in the "<a href="https://www.merriam-webster.com/dictionary/savage" target="_blank">old fashioned + offensive</a>" definition your entire concern rests on it using. Even skimming the 2e book it seems to be using the violent flavors of definition</p><p></p><p></p><p>Not <em>just</em> world shattering, borys the dragon is keeping someone far worse (Rhajat) sealed with that power <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Having a full on <a href="https://www.enworld.org/threads/mike-mearls-says-control-spells-are-ruining-5th-edition.715978/post-9795473" target="_blank">modular</a> cleric base class for cleric & a few others would certainly support the lore & concept better than a subclass players would just ignore or whine about being so narrowly limited. A good slate of lore appropriate base classes/modular class features appropriate for this kind of thing would be a good inclusion for a darksun book</p><p></p><p>Banning setting inappropriate races and classes should be the default for <em>any</em> darksun book and it does NOT go against established precedent (<a href="https://media.dndbeyond.com/compendium-images/ddal/reference-docs/03-2024/d&d-adventurers-league-player%27s-guide-v14.0.pdf" target="_blank">see pg 4</a>). The AL guidelines even do it for eberron and Fr games with setting specific guidelines for certain adventures§, darksun should be exen more explicit. Even beyond that, why on earth would that be a choice for a player to decide for the gm what extinct races to add rather than being a default the gm could decide leeway on if it fits the game they are running to allow a player to play as?</p><p></p><p>§ players frequently ship even reading it but it's good to have that support. A dark sun players book should 109% have the limits even more clear</p><p></p><p>I have zero doubt. I tried telling players that wizards had access to a sharn campaign related library that contained spell books for"literally every wizard spell plus potentially some custom ones over time" for one campaign and had a warlock a sorlock plus some martial types along with maybe a druid or clert(I forget which)but zero interest in wizard across a 5player group even then</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9797733, member: 93670"] I don't think savage worlds gets much flack over its name. The entry in question describes how the world is savage across that and the other 8 points too. If you look at the 8 points themselves [spoiler="said 8 points"] [ATTACH type="full" size="792x1054"]421870[/ATTACH] [ATTACH type="full" size="792x1054"]421871[/ATTACH] [/spoiler] The word is definitely not used in the "[URL='https://www.merriam-webster.com/dictionary/savage']old fashioned + offensive[/URL]" definition your entire concern rests on it using. Even skimming the 2e book it seems to be using the violent flavors of definition Not [I]just[/I] world shattering, borys the dragon is keeping someone far worse (Rhajat) sealed with that power :D Having a full on [URL='https://www.enworld.org/threads/mike-mearls-says-control-spells-are-ruining-5th-edition.715978/post-9795473']modular[/URL] cleric base class for cleric & a few others would certainly support the lore & concept better than a subclass players would just ignore or whine about being so narrowly limited. A good slate of lore appropriate base classes/modular class features appropriate for this kind of thing would be a good inclusion for a darksun book Banning setting inappropriate races and classes should be the default for [I]any[/I] darksun book and it does NOT go against established precedent ([URL='https://media.dndbeyond.com/compendium-images/ddal/reference-docs/03-2024/d&d-adventurers-league-player%27s-guide-v14.0.pdf']see pg 4[/URL]). The AL guidelines even do it for eberron and Fr games with setting specific guidelines for certain adventures§, darksun should be exen more explicit. Even beyond that, why on earth would that be a choice for a player to decide for the gm what extinct races to add rather than being a default the gm could decide leeway on if it fits the game they are running to allow a player to play as? § players frequently ship even reading it but it's good to have that support. A dark sun players book should 109% have the limits even more clear I have zero doubt. I tried telling players that wizards had access to a sharn campaign related library that contained spell books for"literally every wizard spell plus potentially some custom ones over time" for one campaign and had a warlock a sorlock plus some martial types along with maybe a druid or clert(I forget which)but zero interest in wizard across a 5player group even then [/QUOTE]
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Wizards of the Coast Re-Registers Dark Sun With USPTO
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