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New Legend and Lore is up! Magic Systems as DM Modules
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<blockquote data-quote="DEFCON 1" data-source="post: 6025007" data-attributes="member: 7006"><p>Here's the thing... I suspect that even if this change goes through and the main part of the game doesn't not assign specific mechanics to specific classes... there still will be "defaults" for each class.</p><p></p><p>The difference being... rather than those mechanics appearing within the Class chapter, they will appear in whatever chapter or sidebar a "default" build of the game will be.</p><p></p><p>There are two ways to look at the organization. You either have in the Class chapter each spellcasting class be presented with one or more mechanics that the class "defaults" to, and then in the Magic chapter or in the DMG the instructions on how to "modularize" it by stripping out the casting mechanic you don't want and putting in the one you do (probably taking it from one of the other classes that is "defaulted" to it...</p><p></p><p>...or you don't assign the mechanics in the Class chapter at all, all the different mechanics to choose from appear in the Magic chapter (and additional instruction for world building in the DMG), and then DM and players go through and "build" the methods for spellcasting for their game at the very beginning.</p><p></p><p>Cause here's the thing...</p><p></p><p>Having the spellcasting classes list a default mechanic within the Class description itself is the equivalent of having the list of base deities to choose from in the Cleric chapter. We all KNOW that that list is going to be stripped out and replaced with a whole new set of deities (and their abilities) once the DM chooses his campaign world. So that "default" list of deities is there purely as a matter of convenience for those games where the "default" gets selected.</p><p></p><p>Which in previous editions made a little more sense, because the "default" game was probably going to be used by more players than I suspect any "default" D&DN game will be. Mainly because there are going to be SO MANY dials and knobs and buttons that the DMs will adjust, that you'd be hard-pressed to find a "default" game at all... just based upon the info that gets presented in each individual chapter.</p><p></p><p>And that's why I truly think what will end up happening is that each chapter in the Player's Handbook ARE NOT going to list a single "default" mechanic for every chapter's rules and then all the alternate modules to that mechanic are going to be stored away in an Appendix in the book... but rather most (if not ALL) of the modules will get presented within each chapter, with expressed instruction that the players and the DM will decide which ones they will use for their particular game.</p><p></p><p>And then in the Appendix? THAT'S where we'd see any and all "default" builds of the game, each one listing quite clearly the modules that are selected in order to play a "Basic D&D" type of game, or an AD&D type of game, or a 2E game, or a 3E game, or 4E game etc. etc.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6025007, member: 7006"] Here's the thing... I suspect that even if this change goes through and the main part of the game doesn't not assign specific mechanics to specific classes... there still will be "defaults" for each class. The difference being... rather than those mechanics appearing within the Class chapter, they will appear in whatever chapter or sidebar a "default" build of the game will be. There are two ways to look at the organization. You either have in the Class chapter each spellcasting class be presented with one or more mechanics that the class "defaults" to, and then in the Magic chapter or in the DMG the instructions on how to "modularize" it by stripping out the casting mechanic you don't want and putting in the one you do (probably taking it from one of the other classes that is "defaulted" to it... ...or you don't assign the mechanics in the Class chapter at all, all the different mechanics to choose from appear in the Magic chapter (and additional instruction for world building in the DMG), and then DM and players go through and "build" the methods for spellcasting for their game at the very beginning. Cause here's the thing... Having the spellcasting classes list a default mechanic within the Class description itself is the equivalent of having the list of base deities to choose from in the Cleric chapter. We all KNOW that that list is going to be stripped out and replaced with a whole new set of deities (and their abilities) once the DM chooses his campaign world. So that "default" list of deities is there purely as a matter of convenience for those games where the "default" gets selected. Which in previous editions made a little more sense, because the "default" game was probably going to be used by more players than I suspect any "default" D&DN game will be. Mainly because there are going to be SO MANY dials and knobs and buttons that the DMs will adjust, that you'd be hard-pressed to find a "default" game at all... just based upon the info that gets presented in each individual chapter. And that's why I truly think what will end up happening is that each chapter in the Player's Handbook ARE NOT going to list a single "default" mechanic for every chapter's rules and then all the alternate modules to that mechanic are going to be stored away in an Appendix in the book... but rather most (if not ALL) of the modules will get presented within each chapter, with expressed instruction that the players and the DM will decide which ones they will use for their particular game. And then in the Appendix? THAT'S where we'd see any and all "default" builds of the game, each one listing quite clearly the modules that are selected in order to play a "Basic D&D" type of game, or an AD&D type of game, or a 2E game, or a 3E game, or 4E game etc. etc. [/QUOTE]
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