Given the world we live in, with its very well defined cosmological laws, no matter how much you love fantasy, some aspects of its world-building will always seem weird to you. Whether its the absence of Mendelian genetics in cross-race breeding, the existence of only 4 elements and 2 energies, or the impossible horniness of bards, there are plenty of things in DnD that make you raise an eyebrow for one reason or another.
Share the aspects of DnD lore that you know and love, but still makes you go "Hmm?".
I love magically powered airships and other kinds of pseudo-industrial implements merging with fantasy in some settings, but it does require some suspension of disbelief to look past the "don't worry about it, it's magic" component of it. I frequently use these in my games, though, and it makes for great set pieces for the players to "ooh" and "aah" at. Especially if you use it to run something like a desperate combat on a burning airship descending hopelessly towards the waves amidst a raging storm - it makes for incredibly dramatic and, well, cool encounters.
Every party makes a noob play cleric or fighter. Neither are that simple. Fighter as they have half a billion attacks and bone s actions. Clerics as you need to decide what to do on your turn (heal friend or attack so you don't die), and they are spellcasters. If the party needs a healer but no-one wants to play cleric, play a druid, shepherd or dreams. Or just don't worry about it.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
The fact that the Gods are always the enemies of Primordials. Primordials are elemental forces that embody the planet, and they are always native to the planet. The gods always find the world, and immediately start killing the natives of the world. This is true in Dark Sun, Exandria, Toril, and basically every campaign setting.
Why are Gods always "colonizers"?
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Please check out my homebrew, I would appreciate feedback:
Given the world we live in, with its very well defined cosmological laws, no matter how much you love fantasy, some aspects of its world-building will always seem weird to you. Whether its the absence of Mendelian genetics in cross-race breeding, the existence of only 4 elements and 2 energies, or the impossible horniness of bards, there are plenty of things in DnD that make you raise an eyebrow for one reason or another.
Share the aspects of DnD lore that you know and love, but still makes you go "Hmm?".
Insert interesting signature here.
I love magically powered airships and other kinds of pseudo-industrial implements merging with fantasy in some settings, but it does require some suspension of disbelief to look past the "don't worry about it, it's magic" component of it. I frequently use these in my games, though, and it makes for great set pieces for the players to "ooh" and "aah" at. Especially if you use it to run something like a desperate combat on a burning airship descending hopelessly towards the waves amidst a raging storm - it makes for incredibly dramatic and, well, cool encounters.
Every party makes a noob play cleric or fighter. Neither are that simple. Fighter as they have half a billion attacks and bone s actions. Clerics as you need to decide what to do on your turn (heal friend or attack so you don't die), and they are spellcasters. If the party needs a healer but no-one wants to play cleric, play a druid, shepherd or dreams. Or just don't worry about it.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
The fact that the Gods are always the enemies of Primordials. Primordials are elemental forces that embody the planet, and they are always native to the planet. The gods always find the world, and immediately start killing the natives of the world. This is true in Dark Sun, Exandria, Toril, and basically every campaign setting.
Why are Gods always "colonizers"?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms