D&D Next (5E) So did they just drop modularity ? This is what has me worried.




+ Log in or register to post
Page 1 of 5 1 2 3 4 5 LastLast
Results 1 to 10 of 91

Hybrid View

  1. #1
    Registered User
    Thaumaturgist (Lvl 9)

    Evenglare's Avatar

    Join Date
    Mar 2008
    Location
    Nacogdoches
    Posts
    776

    Ignore Evenglare

    So did they just drop modularity ? This is what has me worried.

    So they released the warlock and sorcerer, that's cool and all but then I began to remember them talking about modularity and playing the game you want to run. So I was under the impression that magic systems would be modular, but with the release of warlock and sorcerer those classes seem to be tied to the magic system of their choice. This ISNT what they initially promised. The original verbiage implied that you would be able to play a wizard and then how you cast your spells were whatever kind of spell system that the DM had for his campaign.

    Originally they wanted each class to be extremely basic and then from there you would be able to attach modules to build up complexity as you see fit. Now with the introduction of warlock and sorcerer it seems those classes are very specific and antithetical to what was originally promised.

  2. #2
    Registered User
    Defender (Lvl 8)

    Raith5's Avatar

    Join Date
    Oct 2007
    Location
    Melbourne
    Posts
    685

    Ignore Raith5
    Good question Evenglare. I have a similar question about expertise dice with the fighter. Are these expertise dice THE form of modularity than enables 4th ed style fighters - is that the whole thing. Or could we expect 4th ed style powers to come later at some point?

  3. #3
    I don't think the existence of the sorcerer and the warlock are exactly proof that modularity is gone. After all, there really is very little difference between a class with a completely alternate set of core mechanics and a totally new class. It is almost certainly easier to create alternate versions of the wizard with alternate spellcasting mechanics as new classes than it is to attempt it any other way. Classes themselves are modules, and the class system has always been one of the most elegant forms of modularity in any edition of D&D. It is that form of modularity that allowed things like Psionics, the Book of Nine Swords, or 4E Essentials to seamlessly provide very different game experiences from their respective core rulesets.

    Still, despite disagreeing with the reasoning I do generally agree with the conclusion. 5E hasn't shown any signs of this much-vaunted modularity. WotC has shown almost nothing regarding these modules, and more importantly the game rules are not really modular in any way that previous editions were not. 5E isn't adding in any new framework for seamlessly adding in new rules, concepts, or mechanics. Unless it does, it will not be any more modular than any previous edition was.

  4. #4
    Registered User
    Cutpurse (Lvl 5)

    Shadeydm's Avatar

    Join Date
    Aug 2006
    Location
    City of Champions
    Posts
    1,359

    Ignore Shadeydm
    I hope they are just playtesting some of the modules. I too would be disappointed if the fighters action dice or these alternate magic systems were a default assumption and not optional rules modules.
    I hope with strange eons even the edition war may die.

  5. #5
    Registered User
    Waghalter (Lvl 7)

    tlantl's Avatar

    Join Date
    Sep 2007
    Location
    A small room in a big country
    Posts
    412

    Ignore tlantl
    Listening to the way the developers are talking, they are still focusing on the core of the game.

    The sorcerer and warlock are probably as close to modular spell casters as they are going to get though unless they get a whole lot of feedback telling them it's not what we want. From what I've heard recently it may be such that there really isn't that many people that really care about alternative methods of spell casting. Other than some really loud voices on the forums. A hand full of verbose forums goers are not going to make much difference if tens of thousands of players don't care or don't want anything other than vancian casters.

    From listening to the DM seminar they seem to be looking at the different casting methods being built into the different classes presented and if you want a spell point wizard you'll need to re-flavor the sorcerer or just play one as written.

  6. #6
    Registered User
    Thaumaturgist (Lvl 9)

    Evenglare's Avatar

    Join Date
    Mar 2008
    Location
    Nacogdoches
    Posts
    776

    Ignore Evenglare
    Quote Originally Posted by tlantl View Post
    Listening to the way the developers are talking, they are still focusing on the core of the game.

    The sorcerer and warlock are probably as close to modular spell casters as they are going to get though unless they get a whole lot of feedback telling them it's not what we want. From what I've heard recently it may be such that there really isn't that many people that really care about alternative methods of spell casting. Other than some really loud voices on the forums. A hand full of verbose forums goers are not going to make much difference if tens of thousands of players don't care or don't want anything other than vancian casters.

    From listening to the DM seminar they seem to be looking at the different casting methods being built into the different classes presented and if you want a spell point wizard you'll need to re-flavor the sorcerer or just play one as written.
    I sincerely hope this is wrong, if it isnt then they have lost a customer. This isnt what was conveyed to me initially. Just because a sorcerer's magic originates from a different place doesn't mean magic should work different. If that were the case, since a cleric's magic originates from a God then their magic should work differently from a wizard , who's magic originates from the weave (or wherever magic comes from)

  7. #7
    Registered User
    Waghalter (Lvl 7)

    tlantl's Avatar

    Join Date
    Sep 2007
    Location
    A small room in a big country
    Posts
    412

    Ignore tlantl
    Quote Originally Posted by Evenglare View Post
    I sincerely hope this is wrong, if it isnt then they have lost a customer. This isnt what was conveyed to me initially. Just because a sorcerer's magic originates from a different place doesn't mean magic should work different. If that were the case, since a cleric's magic originates from a God then their magic should work differently from a wizard , who's magic originates from the weave (or wherever magic comes from)
    I'd suggest making your feelings known in as many ways as you can. there's always a comments section on the surveys and i'm sure that these and other forums are given som weight as long as the feedback, discussions, and criticisms are earnest and civil.

    There's a lot of play testing to be done and I'm sure that a lot of these issues will be ironed out. I personally have some pretty strong feelings about the spells and their use as well. I'm not happy with the entire system at the moment. Things like at will spells Hit point thresholds most of the spell descriptions, durations and damage output, turn undead as a spell, etc.

    I think the sorcerer is likely too strong or it's will points are going to prove overpowered when the character starts using higher level spells, the warlock's encounter invocations are going to be a hindrance to the rest of the party, not to mention they are pretty useless for most situations. There's certainly nothing subtle about them though.

    I guess all we can do is wait and see and give our feedback to try to influence the finished product.

  8. #8
    Registered User
    Scout (Lvl 6)

    shamsael's Avatar

    Join Date
    Oct 2007
    Location
    suydam st, brooklyn, NY
    Posts
    200

    Ignore shamsael
    Quote Originally Posted by Evenglare View Post
    I sincerely hope this is wrong, if it isnt then they have lost a customer. This isnt what was conveyed to me initially. Just because a sorcerer's magic originates from a different place doesn't mean magic should work different. If that were the case, since a cleric's magic originates from a God then their magic should work differently from a wizard , who's magic originates from the weave (or wherever magic comes from)
    Cleric's magic does work differently.

  9. #9
    Registered User
    Minor Trickster (Lvl 4)

    outsider's Avatar

    Join Date
    Aug 2007
    Location
    SASKATOON
    Posts
    316

    Ignore outsider
    Quote Originally Posted by Evenglare View Post
    Just because a sorcerer's magic originates from a different place doesn't mean magic should work different. If that were the case, since a cleric's magic originates from a God then their magic should work differently from a wizard , who's magic originates from the weave (or wherever magic comes from)
    You can blame the "All the 4e classes are the same! Fighters have spells now!" complaints for this. People demanded separate subsystems for everything, and that's what they are giving us.

  10. #10
    Mod Squad
    A 1e title so awesome it's not in the book (Lvl 21)

    Umbran's Avatar

    Join Date
    Jan 2002
    Location
    Boston, MA
    Posts
    25,887
    Blog Entries
    6

    Ignore Umbran
    Quote Originally Posted by Evenglare View Post
    This ISNT what they initially promised.
    Well, as others have already noted: What is the difference between having a Wizard class and a sorcerer class, and having a wizard class and then a a wizard class that works exactly like the sorcerer class, but is called a "wizard"?

    Quote Originally Posted by TwinBahamut View Post
    Still, despite disagreeing with the reasoning I do generally agree with the conclusion. 5E hasn't shown any signs of this much-vaunted modularity. WotC has shown almost nothing regarding these modules...
    In the keynote speech, they mentioned that they expected the playtest process to go for two years, at their current rate of progress. I would question the wisdom of attempting to show you modules of complexity now, before the base, not-terribly-complicated rules were thoroughly playtested, wouldn't you?

+ Log in or register to post
Page 1 of 5 1 2 3 4 5 LastLast

Similar Threads

  1. Adventures and Modularity
    By Oni in forum D&D and Pathfinder
    Replies: 15
    Last Post: Friday, 10th February, 2012, 10:00 AM
  2. The Problems With Modularity
    By Falling Icicle in forum D&D and Pathfinder
    Replies: 16
    Last Post: Wednesday, 8th February, 2012, 10:59 PM
  3. Modularity: What Will and Should Be
    By Aldarc in forum D&D and Pathfinder
    Replies: 7
    Last Post: Friday, 13th January, 2012, 11:40 PM
  4. Now this is modularity I would support
    By Saint&Sinner in forum D&D and Pathfinder
    Replies: 5
    Last Post: Friday, 13th January, 2012, 09:08 PM
  5. What Can Modularity Look Like?
    By DocSER in forum D&D and Pathfinder
    Replies: 18
    Last Post: Thursday, 12th January, 2012, 02:06 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •