TheCosmicKid
Hero
As long as you're going to Rome, anyway.But...that’s literally how roads work.
As long as you're going to Rome, anyway.But...that’s literally how roads work.
Perhaps because I myself don’t understand your perspective. You say that I have changed the rules. From my perspective, it is not clear that I changed any rules.You’ve lost me. How is this not agreeing with me?
Like, I don't see a problem with your game, but you have a problem with me not having a problem with it?
You changed some rules to allow some characters and not allow others and there is nothing wrong with that.
Why should people see something wrong with that?
I'm confused.
Backgrounds don't try to explain your class mechanics. Whether you're a Noble or a Hermit, neither of those try and explain where your Paladin or Wizard powers come from. They exist to add depth to a character, instead of anyone just being their class. They don't change the lore behind the class mechanics, though.Backgrounds already do this.
Barbarian comes with quite a bit of baked-in lore, which goes to explain how and why they are able to rage. If you use your Knight background to replace that lore, rather than supplement it, then you are changing how the world works in regard to raging. You are saying that there is a new path within the world, which manifests in this way, where previously that path did not exist.Why do you insist that we are changing lore?
If I make a barbarian with the background of knight, what lore am I changing? Must all barbarians be semi-literate savages who eschew the comforts of civilization? I still rage, I still am using the barbarian mechanics, after all, barbarians get access to medium armor and shields, using those and a longsword are completely within the realm of possibility.
And as far as skills are concerned, that makes perfect sense. There's a difference between knowing how to sew a wound closed, though, and knowing how to channel eldritch energies in order to make your sword more dangerous to undead while simultaneously wearing heavy armor and generating a healing aura.The real world is complicated, and similiar skills can arise from vastly different experiences. And, in the game, a similiar skill is reflected by the exact same mechanics.
True they don't expand your class but they do expand your character, which supports "you class is not your character" since if "your class is your character" you should get nothing from your background. You do get skills, tool proficiencies, and a special feature that informs your character regardless of your class. I will admit, sometimes a player has little more than bonus skills, but other times it completely changes the personality and play style of a character. A good example might be my human variant Urchin The Great Old One Patron Pact of the Tome Warlock scout. He and Observant from human variant, stealth and thieves tools from Urchin and was essentially the party Scout sniper with Devil's sight and Agonizing Blast. He hide and sniped like a ranger and scouting, searching for traps, and unlocking doors like a rogue (Had gloves of thievery). 100% pure warlock so it was not a munchkin and when we built the party we choose roles not classes and I choose party scout. That was my job in the party so I was stepping on no ones toes from session 1 to the end of the campaign. I simply chose to do it in a different way, which actually worked very well. Darkness + Devil's sight while in the dark is kind of like casting invisibility that doesn't fail if you attack. I also means I was completely obscured so I could hide literally anywhere, but I didn't even need to do that to have advantage on attacks from being unseen and enemies attacks on me at disadvantage for blind firing at a heavily obscured opponent.Backgrounds don't try to explain your class mechanics. Whether you're a Noble or a Hermit, neither of those try and explain where your Paladin or Wizard powers come from. They exist to add depth to a character, instead of anyone just being their class. They don't change the lore behind the class mechanics, though.
Maybe something that sets me apart is that I am glad D&D isn't just generic fantasy. I like the cohesive writing of the books.
When people seek to 'refluff,' 'retheme,' or minimize the effects of things Crawford warns them against turning the game into a 'mush'.
Take for example the idea of removing powers or stats or what have you from races. I've seen people suggest this as it would 'allow for more choices of races for character ideas' but the downside of doing this is that the races become more of a mush. They lose much of their identities.
I've also seen people say that it is a failing of D&D that it isn't supportive of all types of fantasy. People think it is designed to be a general fantasy game, probably because it is the most popular one.
I think we're agreeing on a lot but showing differing taste.
All I've been saying I think, is that it is not wrong to take a game and mold it into something else. I just think people shouldn't assume that's what everyone wants and is okay with doing that. If everyone sits down to play a game of 5e the baseline is what is in the book.
Anything can be changed by a group. I don't buy into a 'fluff' and 'mechanics' delineation where the 'fluff' can be discarded and changed at will by any player of the group. All changes should be made with concern about what is being gained and what is being lost.
I think people are more likely to think hard about a change to whether a character gets a +1 in this or that than they are about a change that shapes what it means to be a class. And that can be to the detriment of the game. The latter likely having more impact than the former.
Barbarian comes with quite a bit of baked-in lore, which goes to explain how and why they are able to rage. If you use your Knight background to replace that lore, rather than supplement it, then you are changing how the world works in regard to raging. You are saying that there is a new path within the world, which manifests in this way, where previously that path did not exist.
And as far as skills are concerned, that makes perfect sense. There's a difference between knowing how to sew a wound closed, though, and knowing how to channel eldritch energies in order to make your sword more dangerous to undead while simultaneously wearing heavy armor and generating a healing aura.
There are a lot of ways to bake a cake, but there's only one way to make an iPad.
I should point out that no-one (no-one on pages 1-2 or pages 16-18 anyway) is suggesting changing mechanics. A poster above (Sorry, too lazy to check who. But you know who you are and I think it's a great idea!) suggests that one can play a knight using barbarian mechanics. That's not changing mechanics. That's just saying "Lady Smashalot is known for the great rages that come over her." Assuming the setting has knights then one wouldn't even need to change any campaign background to accommodate that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.