Indeed.A related aspect of the complete game is how many things I need to houserule/plug/unplug/reword to hit my game style. If everything that makes 4e so awesome to me is something I need to bolt on or gut from 5e, that's different than if I just need to swap out magic and add a more concrete skill system. There's a line where the effort to customize the system (any system, not just 5e) to emulate a different one is more work than just playing the target system despite its lack of support.
Additionally, for me it doesn't matter how many great modular things there are out there - if I think the core mechanics suck (see: opposing rolls, ability scores as saves), then that's a big problem.
I may end up liking some of their modular subsystems (running a kingdom, keeps and such) and just port that to 4e.
Just to play devil's advocate, it's wholly possible that they don't have the basic rules down. Therefore, "These are stuff we want to do/add" and "Here are our design goals" is all they got. Otherwise, the playtest didn't matter - if they did have all the basic rules nailed down, then feedback form the DDXP crowd woudln't have mattered.While of course the first public introduction to the game would involve rules and the playing of games, it is troubling to me that the seminars included "here are the rules we like, this is what we're starting with" rather than "here's how the math of the system works and how rules plug in to it" --- the former sounds more like I am removing rules and hoping others fit, the latter is a meta-system where I could (ideally) chose chapters 2, 4, 9, 10, and 18 from a book and have my ultimate D&D.
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