TwoSix
Everyone's literal second-favorite poster
When it comes to D&D-like games, "crunchier" and "modular" have a pretty tight correlation. To add more rules without giving characters an entire grocery list of abilities, you need to turn each feature gain into a menu of options, i.e. make the feature modular.Is that the stated goal?
From Morrus's Post announcing the project:
"A crunchier, more flexible version of the 5E ruleset which you know and love. If you love 5E but would like a little more depth to the ruleset, Level Up is the game for you!
...
This is an ‘advanced’ version of the 5E ruleset, presented as a hardcover standalone game. It adds more customization and depth to the game. Basically, it’s a ‘crunchier’ version of 5th Edition."
Now, I admit that modularity and flexibility go hand-in-hand like peanut butter and bananas in an Elvis sandwich, but there seems to be an awful lot of crunch involved.
And, for that matter, there is the whole idea of a proposed toggle between cinematic (4e?) and gritty (OSR?) versions of the rules, although it doesn't seem like that is going to garner support from the masses. The lesson, as always? The masses suck.
There is one thing I am certain of, however. There is nothing more enjoyable than arguing over the features of a non-existent product! I declare myself the imaginary winner!
On top of that, adding in different rules sets to allow for tuning of the game also requires adding modular rules sets to replace sections of the default rules.