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Core vs. Mod - The Meta Question
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<blockquote data-quote="Andor" data-source="post: 5851183" data-attributes="member: 1879"><p>If D&D is supposed to be a cultural touchstone, then yes everybody is going to need to have the same core experience. That said, I think you're getting a bit carried away, this is a game, not a country. If my game always includes green hobgoblins and your's has orange, fuzzy ones, it's still D&D.</p><p></p><p></p><p></p><p></p><p>The core of D&D is the experience of play. If we meet in a tavern, get a job from the mayor and kill gobilns and loot their homes, we are playing D&D. It doesn't matter if my character sheet has only stats and a weapon and your's has skills, feats, martial dailies, spells and incarnum. </p><p></p><p>We are not emo vampires lurking under a bridge and weeping for our lost humanity and the crushing burden of being devastatingly handsome superheroes. We are not cyborg hackers robbing megacorporations and throwing concerts to awaken the masses from their torpor. We are not filth ridden zelots burning heretics in a decaying world. We are not two-fisted hard-drinking university professors battling Nazis on a burning zepplin over Incan ruins.</p><p></p><p>We are adventurers. We kick in the door, kill the bad guys, and loot the corpses. Then we spend our cash and do it again. This is D&D, this is what we do. </p><p></p><p>.</p><p>.</p><p>.</p><p></p><p>WRT to system, I think modules are not as far reaching as people think. In 3e terms let's look at what might have been a module.</p><p></p><p>Magic Using modules:</p><p>Vancian: Wizard, Cleric, </p><p>Spell slot spontaneous: Sorcerer, Bard, Favored Soul</p><p>Spell Point: Psion, Psychic Warrior</p><p>Power Based: Warlock, Dragon Shaman</p><p>Power based but switchable: Totemist, Binder</p><p>Skill Based: True Namer</p><p></p><p>Fighting Modules:</p><p>Simple: Nothing but a flat bonus to hit and damage based on class and level.</p><p>Feats: </p><p>Sneak Attack:</p><p>Grid Rules:</p><p>Martial Powers: Book of 9 swords</p><p>Attack of opportunity rules:</p><p>Criticals hits:</p><p></p><p>NPC Modules:</p><p>Animal companions</p><p>Familiars</p><p>Leadership Feat</p><p>Henchmen</p><p></p><p>Frankly I doubt anything in the 'core' 5e will allow for as radical a reconstruction of the basics of the game as the 3e Unearthed Arcane with it's generic class rules or gestalt rules did for 3e.</p></blockquote><p></p>
[QUOTE="Andor, post: 5851183, member: 1879"] If D&D is supposed to be a cultural touchstone, then yes everybody is going to need to have the same core experience. That said, I think you're getting a bit carried away, this is a game, not a country. If my game always includes green hobgoblins and your's has orange, fuzzy ones, it's still D&D. The core of D&D is the experience of play. If we meet in a tavern, get a job from the mayor and kill gobilns and loot their homes, we are playing D&D. It doesn't matter if my character sheet has only stats and a weapon and your's has skills, feats, martial dailies, spells and incarnum. We are not emo vampires lurking under a bridge and weeping for our lost humanity and the crushing burden of being devastatingly handsome superheroes. We are not cyborg hackers robbing megacorporations and throwing concerts to awaken the masses from their torpor. We are not filth ridden zelots burning heretics in a decaying world. We are not two-fisted hard-drinking university professors battling Nazis on a burning zepplin over Incan ruins. We are adventurers. We kick in the door, kill the bad guys, and loot the corpses. Then we spend our cash and do it again. This is D&D, this is what we do. . . . WRT to system, I think modules are not as far reaching as people think. In 3e terms let's look at what might have been a module. Magic Using modules: Vancian: Wizard, Cleric, Spell slot spontaneous: Sorcerer, Bard, Favored Soul Spell Point: Psion, Psychic Warrior Power Based: Warlock, Dragon Shaman Power based but switchable: Totemist, Binder Skill Based: True Namer Fighting Modules: Simple: Nothing but a flat bonus to hit and damage based on class and level. Feats: Sneak Attack: Grid Rules: Martial Powers: Book of 9 swords Attack of opportunity rules: Criticals hits: NPC Modules: Animal companions Familiars Leadership Feat Henchmen Frankly I doubt anything in the 'core' 5e will allow for as radical a reconstruction of the basics of the game as the 3e Unearthed Arcane with it's generic class rules or gestalt rules did for 3e. [/QUOTE]
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