Overall a very nice seminar that delivers me the idea that the designers are strong and have a good spirit
The only thing that left me dubious is
modularity, indeed the key idea of the whole next edition...
I'm not dubious about the concept but about how they are implementing it. The only examples of modularity I'm getting so far are:
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characters' modularity, swap fixed abilities for custom abilities: how is this new, really? 3e was already modular, and it also provided "starting packages". Eventually 3e did not do a good job in the presentation, because nobody remembered the starting packages, so those who would have wanted a ready-made fighters were seldom told by the DM to just get a starting package. Furthermore, many 3e classes still contained fixed abilities, so let's say that character modularity can be largely improved in 5e, by allowing both extremes (in 3e terms, it could be e.g. a Paladin, lowest-complexity case with all its fixed abilities and more fixed abilities replacing spells, highest-complexity case all the fixed abilities replaced by Paladin-only bonus feats)
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mass battle rules: a no-brainer module... Want mass battles? Use mass battle rules. Don't want mass battles? Ignore mass battle rules.
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social interaction: this is not such a no-brainer, but still fairly simple to get the point. Some groups want rules (i.e. dice rolls) for social interactions, other groups want to be rules-free and go with pure RP. Can be done already in 3e, but eventually the books should make it more explicity that
it is an option, otherwise everyone who hates to roll for social interaction is going to complain that the standard requires to roll.
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minis, mat and grid: major doubt here. They keep giving this as an example of something that a group may want to use, but
they never mention if the game is still going to work without them if the group doesn't want them. What are the alternatives considered by the designers here? Note that normally, those groups who don't want to use minis & grid, don't want to do so because they are
less interested in tactical combat... yet if they don't use them in 3e or 4e, combat becomes way more difficult! That's exactly the opposite they want! How is 5e going to address this problem?