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Monday, 20th August, 2012, 01:40 AM #1
Myrmidon (Lvl 10)
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.
Monday, 20th August, 2012, 01:55 AM #2
Thaumaturgist (Lvl 9)
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?
Monday, 20th August, 2012, 01:58 AM #3
Guide (Lvl 11)
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.
Monday, 20th August, 2012, 02:05 AM #4
Cutpurse (Lvl 5)
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.
Monday, 20th August, 2012, 02:18 AM #5
Waghalter (Lvl 7)
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.
Monday, 20th August, 2012, 02:22 AM #6
Myrmidon (Lvl 10)
Monday, 20th August, 2012, 02:44 AM #7
Waghalter (Lvl 7)
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.
Monday, 20th August, 2012, 03:13 AM #8
Scout (Lvl 6)
Tuesday, 21st August, 2012, 01:03 AM #9
Minor Trickster (Lvl 4)
Monday, 20th August, 2012, 02:06 AM #10
Orcus on an Off-Day (Lvl 22)
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