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D&D is about to Change - What about Our Game?

Upcoming Changes in the 5e Player's Handbook
As devotees of the Dungeons & Dragons universe, we're accustomed to the ebbs and flows of game mechanics and lore. However, the upcoming release of a new 5e Player's Handbook signals changes that may shake up the community. Let’s dissect these updates and ponder their implications on our beloved game.

Revisiting Combat: A Nod to Baldur's Gate 3
The revised combat rules, including 'Cleave' and 'Graze,' are reminiscent of Baldur's Gate 3. These changes raise the question: Are we enhancing the game or merely complicating what many have come to love? While the intent might be to inject new life into combat and speed things up, there's a fine line between innovation and unnecessary complexity. The new combat rules may work like a charm in a videogame, but does this translate well to the table? Time will tell.

Overhauling Magic
The new categorization of spells into Arcane, Divine, and Primal is a bold move. While it appears to offer more structure, one must wonder if this is an attempt to fix something that isn't broken. Could this lead to limitations in creative spellcasting, or is it a step towards a more organized and nuanced magic system? While other changes in "OneD&D" bring all playable classes closer, here we see distinct differences of which spells can be learnt by certain classes.

From "Race" to "Species"
Replacing the term "race" with "species" is a progressive step, but is it just a cosmetic change? This move may seem to align with modern sensibilities, but its true impact on gameplay and inclusivity remains to be seen. The elimination of 'half' species like Half-Orcs and Half-Elves could be viewed as a loss of rich, blended identities that many players have cherished.

Backgrounds Over Species
The new rule where backgrounds determine ability modifiers and feats, not species, is a double-edged sword. On one hand, it emphasizes a character’s history and personal journey. On the other, it might pigeonhole characters into predefined paths, potentially stifling creativity. All in all this change does make sense.


A Tool for Realism
In our upcoming campaign, we are deliberately choosing to lean into the old-school stereotypes of species. This isn't about nostalgia or simplicity; it's about authenticity. To craft a medieval fantasy world that feels real and tangible, stereotypes are not just useful; they're necessary. The portrayal of certain species like Orcs, Goblins, Tieflings, and Dragonborn as marginalized or looked down upon isn't a mere reflection of antiquated thinking. It's a mirror to the complexities and prejudices that exist in any society, fictional or not. While I do not condone racism, or in this case "speciesism", it's naive to think that all peoples get along in a world ruled by darkness.

Why Realism in Fantasy Matters
Some might argue that fantasy is an escape from reality, a place where ideals can flourish unhampered by real-world issues. But I believe that fantasy, at its best, is a conduit for exploring those very issues in a setting removed from our own. By introducing concepts like "speciesism", we're not endorsing them; we're acknowledging their existence and giving players the chance to confront and address them in a safe, controlled environment.

Conflict and Depth
The decision to include a dark, gritty world where factions war, and a large-scale genocide of magic users unfolds, isn't about indulging in doom and gloom. It's about creating a world with stakes, depth, and moral complexities. A world where every decision and alliance matters, where the line between good and evil is blurred, and where players are constantly challenged to think and act beyond the binary of traditional heroism.

The Role of Conflict
Conflict is the heart of any compelling narrative. A world where everyone gets along might be ideal, but it lacks tension, growth, and the dynamic interactions that drive stories forward. By introducing real struggles and societal issues, we're setting the stage for more meaningful and impactful storytelling. We're not just rolling dice and battling monsters; we're navigating a world that challenges our perceptions and decisions.

If you are interested in the way this setting is built, take a look at "Rust & Ruin" a TTRPG built on the 5e rules. A guide to build gritty, dark, characters and worlds.
You can find the game here.



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