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Core vs. Mod - The Meta Question
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<blockquote data-quote="KesselZero" data-source="post: 5851218" data-attributes="member: 6689976"><p>True enough, but I'm really talking about mechanical distinctions. For example, the question of how many HP a first-level character should get has a large effect on how the game plays and feels. </p><p> </p><p></p><p> </p><p>I see your point-- that the mechanics aren't all that important, that the heart of the game is really in the flavor. But the flavor you describe, while definitely the classic D&D style, isn't how everyone plays the game, and not every possible ruleset supports that style equally well. A core that includes lots of rules for combats and dealing with traps would work well for that style, but a core that included lots of rules for social interactions and nothing about traps wouldn't really. Nor would a core that built political power and followers into the level-gain progression, nor a core that gave everybody plane-jumping powers at a certain level.</p><p> </p><p>I think that this argument leads to a very weak core, with as little flavor as possible to it, so that there's nothing built in that leads away from the playstyle that you see as the heart of D&D. Is that what you're looking for from 5e? (This is a genuine question, not some weird leading rhetorical thing. I'm legitimately curious about what folks are hoping for from the game.)</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5851218, member: 6689976"] True enough, but I'm really talking about mechanical distinctions. For example, the question of how many HP a first-level character should get has a large effect on how the game plays and feels. I see your point-- that the mechanics aren't all that important, that the heart of the game is really in the flavor. But the flavor you describe, while definitely the classic D&D style, isn't how everyone plays the game, and not every possible ruleset supports that style equally well. A core that includes lots of rules for combats and dealing with traps would work well for that style, but a core that included lots of rules for social interactions and nothing about traps wouldn't really. Nor would a core that built political power and followers into the level-gain progression, nor a core that gave everybody plane-jumping powers at a certain level. I think that this argument leads to a very weak core, with as little flavor as possible to it, so that there's nothing built in that leads away from the playstyle that you see as the heart of D&D. Is that what you're looking for from 5e? (This is a genuine question, not some weird leading rhetorical thing. I'm legitimately curious about what folks are hoping for from the game.) [/QUOTE]
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