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<blockquote data-quote="JustinAlexander" data-source="post: 6078418" data-attributes="member: 6700092"><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">The two big reasons are balance and support.</span></span></p><p></p><p>Balance is incredibly difficult to maintain in a system which features a multitude of choices interacting in complex ways. Most RPG designers (including those at WotC) tend to fail when they try to achieve it. Adding on an entire new level of complexity in the form of modular components that can be swapped in and out will only make this already difficult task even more difficult.</p><p></p><p>Support material becomes very difficult to develop in this kind of environment. During 3.5, example, WotC got burned from both sides in trying to include support material for ToM and ToB in the Complete supplements: Those who were using the Tomes felt they weren't getting enough support; those who weren't using the Tomes felt that space was being wasted. It's a Catch-22 and it's even more problematic when you're dealing with a modular system. Even something as simple as an adventure module becomes difficult to present when the writer doesn't know whether to call for an ability check or a skill check or something else based on which modules a given DM is using.</p><p></p><p>This sort of thing has been attempted before in the industry. It's always failed (and usually failed spectacularly).</p><p></p><p>I think the more WotC leans towards distinct, cohesive games that can be kitbashed together using individual initiative the more successful they'll be. The discussion of three levels (basic/standard/advanced) makes me leery. But a lot will depend on exactly what the packages are for this stuff.</p></blockquote><p></p>
[QUOTE="JustinAlexander, post: 6078418, member: 6700092"] [COLOR=#222222][FONT=Verdana] The two big reasons are balance and support.[/FONT][/COLOR] Balance is incredibly difficult to maintain in a system which features a multitude of choices interacting in complex ways. Most RPG designers (including those at WotC) tend to fail when they try to achieve it. Adding on an entire new level of complexity in the form of modular components that can be swapped in and out will only make this already difficult task even more difficult. Support material becomes very difficult to develop in this kind of environment. During 3.5, example, WotC got burned from both sides in trying to include support material for ToM and ToB in the Complete supplements: Those who were using the Tomes felt they weren't getting enough support; those who weren't using the Tomes felt that space was being wasted. It's a Catch-22 and it's even more problematic when you're dealing with a modular system. Even something as simple as an adventure module becomes difficult to present when the writer doesn't know whether to call for an ability check or a skill check or something else based on which modules a given DM is using. This sort of thing has been attempted before in the industry. It's always failed (and usually failed spectacularly). I think the more WotC leans towards distinct, cohesive games that can be kitbashed together using individual initiative the more successful they'll be. The discussion of three levels (basic/standard/advanced) makes me leery. But a lot will depend on exactly what the packages are for this stuff. [/QUOTE]
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