ampaign settings and rules moduals.

Post/Author/DateTimePost
#1

edwin_su

Apr 22, 2015 12:08:20

Let me start of this thread with a multiple choice question.

 

Campaign settings should :

 

  • A : Be designed and playtested using the rules in the PHB, no modification/use of the moduals from the DMG.
  • B : Could assume some of the moduals/optional rules from the  DMG as standard for this campaign if it better suits the campaign.
  • C : Should intoduce new  rules changes/moduals as standard for the campaign  if the designers think they help bring the campaign to life.
#2

Jenks

Apr 22, 2015 12:38:02

I think Ampaign settings aught to go with C, especially if it's integral to the spirit of the setting. HOWEVER, they should be used as options and not as core, baked in requirements.

#3

pukunui

Apr 22, 2015 13:26:36

I'd go with B *and* C as needed.

#4

arnwolf666

Apr 22, 2015 14:36:50

C

#5

BRJN

Apr 22, 2015 18:04:08

I like doing (B) when I world-build.   (For instance, Defenders / Tanks / Fighters in my world can Mark an opponent.)

If you have something distinctive and flavorful that cannot be accomplished any other way, (C) becomes a possibility.

 

#6

CCS

Apr 22, 2015 18:22:50
Doesn't matter what our opinion is, the answer is C. Because otherwise, with how WoTC has set it up, you will never get your Ebberon, Dark Sun, etc as the things that make those settings mechanically unique aren't present in the PHB or DMG.
#7

lawrencehoy

Apr 22, 2015 20:44:17

pukunui wrote:
#8

Orethalion

Apr 23, 2015 11:01:18

pukunui wrote:
#9

AaronOfBarbaria

Apr 23, 2015 11:30:20

I think it is important to let the mechanics change from the standard where it helps to reinforce the themes of a campaign setting, but to avoid going overboard with mechanical differences so that a setting doesn't end up feeling "gimmicky" to too many people. For example, changing the mechanics a bit so that Dark Sun players look at weapons made of metal the same way that players in other settings look at magical weapons is good, but making the default rules of Ravenloft that you use slower healing time, lasting injuries, massive damage, sanity as an ability score, madness rules, instituting rules that make good-aligned characters even more noticeable to the evils of the setting, and then also making higher CR setting-specific versions of all the classic horror monsters would probably not go over well in general (sure, that describes how some Ravenloft fans already intend to play Ravenloft, but there are some players (I know quite a few of them) that like the "fantasy Transylvania" aspect but not with quite such a heavy dose of impending doom).

#10

Orethalion

Apr 23, 2015 11:58:35

AaronOfBarbaria wrote:
(Reply to #10)

AaronOfBarbaria

Orethalion wrote:
#12

Orethalion

Apr 23, 2015 12:34:35

AaronOfBarbaria wrote:
(Reply to #12)

AaronOfBarbaria

Orethalion wrote:
#14

Regin_Vargtass

Apr 24, 2015 0:10:51

I would go with a solid "All of the above" - it really depends on what's best for the setting. Which, I suppose, makes me lean more towards B and C, than sticking with A.