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General Tabletop Discussion
*Dungeons & Dragons
Additive versus subtractive modularity
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<blockquote data-quote="Emerikol" data-source="post: 6325377" data-attributes="member: 6698278"><p>At this point, the best bet is to wait on the DMG and see what is available. Maybe Mike Mearls is saying something that we are misinterpreting. It won't be the first time. It seemed to me to be clear but again we will have to wait and see for sure.</p><p></p><p></p><p>Just to elaborate. I admit that I feel the core 4 are more important than a class like the Barbarian. I feel that Mike Mearls or whoever designed the class did so just to irritate me. With one hand they recognized the need for a simple fighter and on the other they put a bunch of stuff on it that I believe *most* people wanting that archetype won't like. If you want to say *many* instead thats fine. They've demonstrated via fighting styles that they understand how to make a certain category contain many options. Even though I did hate DoaM, I was never claiming it was a deal breaker. I thought calling it GWF was a bad decision. I believe they've fixed that now. The reason is that there are other fighting styles.</p><p></p><p>It would seem to me that more things on the fighter should have been modularized. It would have been pretty easy to provide a "recovery" slot that let you pick from several options at least one of which was not objectionable. </p><p></p><p>It's popular to claim that amongst the chaos there are too many variables to make everyone happy. I think that is false. I'd be surprised if there are five major issues and those issues can be applied almost universally to every mechanic in the system (where they apply of course). If you were aware of these major mega themes you could easily provide a modular game.</p><p></p><p>1. Martial healing / Playable game without a healing class (just to express it in terms of both sides)</p><p>2. Dissociative/NMU mechanics (NMU is bigger than dissociative and encompasses it for the most part).</p><p>3. Active multiple choices round to round for each class archetype.</p><p>4. Good optional rules for various minor mechanical flavors like static defenses and minions.</p><p></p><p>I'm sure someone on the other side can help with #5. There really aren't that many majors though but the philosophy can affect the game all over the place.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6325377, member: 6698278"] At this point, the best bet is to wait on the DMG and see what is available. Maybe Mike Mearls is saying something that we are misinterpreting. It won't be the first time. It seemed to me to be clear but again we will have to wait and see for sure. Just to elaborate. I admit that I feel the core 4 are more important than a class like the Barbarian. I feel that Mike Mearls or whoever designed the class did so just to irritate me. With one hand they recognized the need for a simple fighter and on the other they put a bunch of stuff on it that I believe *most* people wanting that archetype won't like. If you want to say *many* instead thats fine. They've demonstrated via fighting styles that they understand how to make a certain category contain many options. Even though I did hate DoaM, I was never claiming it was a deal breaker. I thought calling it GWF was a bad decision. I believe they've fixed that now. The reason is that there are other fighting styles. It would seem to me that more things on the fighter should have been modularized. It would have been pretty easy to provide a "recovery" slot that let you pick from several options at least one of which was not objectionable. It's popular to claim that amongst the chaos there are too many variables to make everyone happy. I think that is false. I'd be surprised if there are five major issues and those issues can be applied almost universally to every mechanic in the system (where they apply of course). If you were aware of these major mega themes you could easily provide a modular game. 1. Martial healing / Playable game without a healing class (just to express it in terms of both sides) 2. Dissociative/NMU mechanics (NMU is bigger than dissociative and encompasses it for the most part). 3. Active multiple choices round to round for each class archetype. 4. Good optional rules for various minor mechanical flavors like static defenses and minions. I'm sure someone on the other side can help with #5. There really aren't that many majors though but the philosophy can affect the game all over the place. [/QUOTE]
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