If there was a topic you were interested in as either a player or DM, you could find a book about it. There were books like Guidebook to Clerics and Paladins, The Complete Warrior, Planewalker's Handbook, Guide to the Astral Plane, and so on. In previous editions, there were "splatbooks" about practically everything. There are fewer details about how and why things work in 5e partly, I think, because there's relatively little official content for 5e. Maybe because of that, the 5th edition of D&D has promoted a somewhat simplified view of its fantasy world compared to previous editions. In fact, it's been argued that maybe some of us think about it a little too much. In a fantasy world, we get to make up the rules, but we still strive usually for consistency, and so people think about the implications of an imaginary universe a lot. In real life, that's called science and it works marvelously well (you're using the result of years of science to read this very article, in fact.) Unless, that is, you're playing a game relying on a series of logical connections to render a predictable and repeatable result. Have you ever thought about how teleportation works?īecause it's imaginary, we don't often wonder about the details.
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