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General Tabletop Discussion
*Pathfinder & Starfinder
Modularity: What Will and Should Be
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<blockquote data-quote="Crazy Jerome" data-source="post: 5777404" data-attributes="member: 54877"><p>I think a substantial part of the modular stuff will be how you apply the core, not the things itself. Oh sure, you'll have optional classes that only work with certain subsystems. You can't play an alchemist class if you aren't using the associated alchemy rules (though you might play an "alchemist" character using some different rules about crafting). But then you'll have things like how movement works.</p><p> </p><p>Let's say that the core has a "movement rate" stat on every creature. In a nod to older versions, let's say the stat block has things like "MV 12". In the core game, maybe this means you can move 12 5' squares while in combat <strong>or</strong> 120 feet in some unit of time. (Those probably aren't the best examples, but whatever it is, it will be simple and fairly regular--i.e. no "115 ft" entries.)</p><p> </p><p>The 4E and 3E analogs to those are probaby obvious. But you might also have an abstract positioning movement module where you roll checks on your MV score versus opponents, to see if you get them where you want them or vice versa (perhaps merged with an initiative system). You might have a "zone" option where the number plugs into a check you make to change multiple zones. Then you have a more detailed simulation option where the movement rate is compared to a chart to get reasonable distances you can travel in different environments.</p><p> </p><p>You can sort of do that with existing versions now. The trouble is, though, that the numbers are always kind of clunky, because the system wasn't designed to be changed that way. So the biggest part of the modular stuff here is not the specific options chosen, but that all of them work with the core stat.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5777404, member: 54877"] I think a substantial part of the modular stuff will be how you apply the core, not the things itself. Oh sure, you'll have optional classes that only work with certain subsystems. You can't play an alchemist class if you aren't using the associated alchemy rules (though you might play an "alchemist" character using some different rules about crafting). But then you'll have things like how movement works. Let's say that the core has a "movement rate" stat on every creature. In a nod to older versions, let's say the stat block has things like "MV 12". In the core game, maybe this means you can move 12 5' squares while in combat [B]or[/B] 120 feet in some unit of time. (Those probably aren't the best examples, but whatever it is, it will be simple and fairly regular--i.e. no "115 ft" entries.) The 4E and 3E analogs to those are probaby obvious. But you might also have an abstract positioning movement module where you roll checks on your MV score versus opponents, to see if you get them where you want them or vice versa (perhaps merged with an initiative system). You might have a "zone" option where the number plugs into a check you make to change multiple zones. Then you have a more detailed simulation option where the movement rate is compared to a chart to get reasonable distances you can travel in different environments. You can sort of do that with existing versions now. The trouble is, though, that the numbers are always kind of clunky, because the system wasn't designed to be changed that way. So the biggest part of the modular stuff here is not the specific options chosen, but that all of them work with the core stat. [/QUOTE]
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