Joshua Randall
Legend
Exactly, because we all know a game that feels too much like a wargame is in no way reflective of D&D's history. /s
Right, though PARTLY I feel like the traditions might be more interesting if they are a bit more esoteric. Like, basically in HoML you have power sources (and 'arcane' is not one of them). Every 'power' is keyed to one, and they have some significant game effects, a lot like 4e's version, but treated in a 'less is more' way. So, then you could have 'methodologies', which would be tags that deal with what traditions have developed which powers. 4e kind of does that under class really. So, now there wasn't much in 4e for a 'school' to do! But in another game there could be some simple typing, like I've identified 'enchantment', 'evocation', 'summoning', 'necromancy', and 'divination' as POTENTIALLY coherent categories, but you could easily go by something less concrete, like some sort of ancient traditions based on some academies and cabals that existed 1000's of years ago (and maybe still do) that practice certain styles of magic, but maybe not totally exclusively (and the lineage of any given power or practitioner could be complex).Oh. Only that if we asked multiple people to group the spells into the different traditions (even with guidelines), it's likely that people would not reproduce the associated spell traditions with much accuracy. The traditions don't exactly have the strongest thematics and/or aesthetics that make such judgment calls easy for people. If I asked someone to do the same with SotDL and/or Fantasy AGE, then I suspect that it would be much easier for people to do so or with greater accuracy, but these are games that have magical traditions like Fire, Cold, Illusion, Death, Metal, Shadow, etc.
D&D is not the numbers (numbers are there in service to the narrative?) ... is that the Wrecan quote that applies? or am I misremembering or is the context perfect (was never sure I agreed with him he should resurrect from the beyond so we can have a long chat)I don't disagree with this. But unfortunately, most people couldn't look any further than the mechanics of the game, which is all that mattered for many. It is, after all, still a game. And for many players, the play is more important than the implied narrative.
I feel 4e never did that because the classes were the most complex and expansive in any generation.Sadly 4e never gave us guidance on making our own classes, paragon paths, nor epic destinies.
Essentials certainly continued with the good monster vibes, though more in terms of its updated MVs vs actually anything new in the "how to do it" department. Honestly I never got a DMK, so maybe I have missed some gem of wisdom there... Still it was good.re: make up things --
4e gave us the first really good guidance on monster creation (it's literally the first edition in which I felt competent at making monsters that actually worked mechanically).
4e also gave us some less-good guidance on making NPC henchmen types.
Sadly 4e never gave us guidance on making our own classes, paragon paths, nor epic destinies.
I'd like to believe there were some internal guidelines particularly around the latter two (PPs and EDs) but I half suspect the real internal process was "Eh, wing it".