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General Tabletop Discussion
*Dungeons & Dragons
Additive versus subtractive modularity
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<blockquote data-quote="Tony Vargas" data-source="post: 6326556" data-attributes="member: 996"><p>Thing is, there's nothing about a view of hps that allows for non-magical healing that prevents the game from being played /without/ non-magical healing. Nothing. Just omit the non-magical healing. Done. It's only if doing so somehow screws up the balance of the game that you have a problem...</p><p></p><p>The broader view of hps - one that allows for all manner of sources of hp damage, hp restoration, and temp hps - is what 5e will need to embrace in order to have a chance of fulfilling it's promised modularity and inclusiveness. </p><p></p><p>In fact, speaking of modularity, the original topic:</p><p></p><p>Modularity isn't just the ability to add or remove things. Human beings, or instance, are hardly modular, but you can remove a gall bladder or spleen without killing them if you really know what you're doing. You could always remove things you didn't want from D&D, or add things you did. There was just no guarantee the patient would survive the operation.</p><p></p><p>If 5e were to actually be modular, it would be designed from the ground up such that popping bits out of it or adding bits later wouldn't harm the 'health' of the system as a whole. That's actually kinda a tall order. One way to achieve it is to have clear 'touch points' where a 'module' would be slotted in. </p><p></p><p>For instance, if 5e is to allow for a variety of approaches to healing, without changing the way the game is balanced around so much combat per 'day' (per refresh of neo-Vancian) then the amount of healing available per day can't be varied too wildly. But, the source and nature of that healing could be varied quite a bit by modules. HD would make a good touch point. You have so many HD available per day. In some modules, you spend them whenever you have 5 minutes to take a breather, in another you might have to have them 'triggered' by something - a healing skill check or inspiration or an action on your part or a magical ability. Thus you could let healing be triggered by a variety of things, or only by magic, without disrupting the delicate balance of 'daily' and at-will abilities around the adventuring 'day' of 4 or 5 battles of 5 or 4 rounds each, or whatever it was they settled on.</p><p></p><p>Divorce recovery of resources from a 'day,' and you'd have even more room for modularity...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6326556, member: 996"] Thing is, there's nothing about a view of hps that allows for non-magical healing that prevents the game from being played /without/ non-magical healing. Nothing. Just omit the non-magical healing. Done. It's only if doing so somehow screws up the balance of the game that you have a problem... The broader view of hps - one that allows for all manner of sources of hp damage, hp restoration, and temp hps - is what 5e will need to embrace in order to have a chance of fulfilling it's promised modularity and inclusiveness. In fact, speaking of modularity, the original topic: Modularity isn't just the ability to add or remove things. Human beings, or instance, are hardly modular, but you can remove a gall bladder or spleen without killing them if you really know what you're doing. You could always remove things you didn't want from D&D, or add things you did. There was just no guarantee the patient would survive the operation. If 5e were to actually be modular, it would be designed from the ground up such that popping bits out of it or adding bits later wouldn't harm the 'health' of the system as a whole. That's actually kinda a tall order. One way to achieve it is to have clear 'touch points' where a 'module' would be slotted in. For instance, if 5e is to allow for a variety of approaches to healing, without changing the way the game is balanced around so much combat per 'day' (per refresh of neo-Vancian) then the amount of healing available per day can't be varied too wildly. But, the source and nature of that healing could be varied quite a bit by modules. HD would make a good touch point. You have so many HD available per day. In some modules, you spend them whenever you have 5 minutes to take a breather, in another you might have to have them 'triggered' by something - a healing skill check or inspiration or an action on your part or a magical ability. Thus you could let healing be triggered by a variety of things, or only by magic, without disrupting the delicate balance of 'daily' and at-will abilities around the adventuring 'day' of 4 or 5 battles of 5 or 4 rounds each, or whatever it was they settled on. Divorce recovery of resources from a 'day,' and you'd have even more room for modularity... [/QUOTE]
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