What do you mean? Isn't the modularity supposed to be in the DMG? I've browsed the PHB and I'm not sure there's anything there I'd call modularity, except, perhaps, the fact that you can ignore feats or just take stat increases instead. Is there something I'm missing?I like what I see of 5E, other than the book covers, I like its modularity.
It certainly appears to be easier to play without minis than 4E, but would you say it's easier than 3E? It seems to me that distance and relative positioning are still a factor, and all almost distances in the rules are still given in 5 ft. increments, so it seems to assume much the same style of play as 3E in that regard.The #1 most important thing about 5E is you can run it without minis. Minis are a dealbreaker for RPGs in my book.
If you think so, you haven't seen an edition war.Is this an edition war?
No, you're not missing anything. 'Modularity' seems to have degraded in meaning to "game doesn't somehow force you to use all it's rules without modification or addition."What do you mean? Isn't the modularity supposed to be in the DMG? I've browsed the PHB and I'm not sure there's anything there I'd call modularity, except, perhaps, the fact that you can ignore feats or just take stat increases instead. Is there something I'm missing?
5e tells you it's meant to be run 'TotM,' and that's about it. It succeeds at being worse for minis & a grid than 3e, 4e, or 2e C&T - though it'd be easy enough to add rules to improve it in that regard (and I'm sure we can count on the DMG for some, even if they might make good threats to layer on gratuitous mechanics like facing) - but it doesn't do anything to make it better at TotM. It's like taking the tires off a car and calling it a hovercraft. I suppose we can hope that the DMG will /also/ include some TotM-facilitating rules like those of 13A. The main sticking point would be all those spells with range/areas already hard-coded to feet and geomatric shapes. It's nothing much to provide alternate, simpler, positioning rules, revise movement by race and re-print a ranged weapons table with new TotM-friendly terminology.It certainly appears to be easier to play without minis than 4E, but would you say it's easier than 3E? It seems to me that distance and relative positioning are still a factor, and all almost distances in the rules are still given in 5 ft. increments, so it seems to assume much the same style of play as 3E in that regard.
I'm not sure what you mean here? There are Pathfinder home games, obviously, and they probably outnumber the Pathfinder Society games, but there were 3E home games and they probably outnumbered the Living Greyhawk games, no? What is the difference between Paizo's and WotC's approach you're thinking of?Paizo has limited this to a great extent, but not entirely eliminated it, by making it clear that PFS is just one way of many of how the game can be approached and played. WotC never really did that with either Living Greyhawk or LFR (never tried Encounters, so I have no idea how well they separated it from the total 4E experience).
I'm not sure what you mean here? There are Pathfinder home games, obviously, and they probably outnumber the Pathfinder Society games, but there were 3E home games and they probably outnumbered the Living Greyhawk games, no? What is the difference between Paizo's and WotC's approach you're thinking of?
Nod. Encounters did seem like a pretty good vehicle for new and casual players, to me (I've participated since the 2nd season, and seen a lot of new players try the game - and a surprising number kept playing Encounters and/or formed groups of their own).I think I kinda see your point Sunshadow21. I really do believe that 4e was in large part designed for organised play to take centre stage. Makes sense to me, if they were truly trying to bring in all these new players,
The Adventurers Guild document and the DM materials for the HotDQ season of Encounters make it clear that there are more specific guidelines for character creation and optional rules in force than are presented in the PH. Feats, for instance, are in, messing with starting hps or level or magic items placed is out. This is a bit of a change for Encounters which always encouraged DMs to allow character options specifically from the latest offerings, but didn't make pronouncements about rules in force, and left DMs a 'rule of cool' sort of escape clause to modify the adventure as they saw fit for the good of the play experience at the individual table. Where I ran, this included not only opening the table to more character options, but changing the level of the adventure, entirely.It will be interesting to see how the idea of modularity interacts with WOTC's approach of making each supplementary offering a big event.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.