D&D 5E Does anyone else feel like the action economy and the way actions work in general in 5e both just suck?

Yeah, the snark levels in this thread are waaaaaay higher than when I last logged on five hours ago. Let’s all just love each other! Modularly, in whichever optional units we choose to all combine. Peace.

Or we should probably modulate our modality to avoid moderation. 😂
 

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EDIT: The problem with @Maxperson's definition is it doesn't define what is framework vs what are modules. Even a new module has to be built around the same framework.
Sure it did. To be modular, you need to be able to pull out an entire system, such as combat or spellcasting and insert a completely different system and have it work seamlessly. If it can do that, it's modular. If it can't and you have to bang it around a bit to make it work, it's not modular.
 

On modularity.... 5e is modular. It has a ton of optional rules, added features in adventures, crunch books, setting books... It may not be modular ENOUGH for your taste, or have to few new systems and subsystems to fulfill your expectations, but if we are giving the game a "modular" or "not modular" tag, you can1t say it is not modular
It just has to be modular for my taste. Those things you describe are not modules. They are individual tweaks.
 

So for example, I’ve converted the Pathfinder Strange Aeons campaign into 5e and set it in the 1920’s Cthulhu era.

Firearms (with more converted firearms taken and adapted from 1920s Cthulhu and real world). Classes have been adjusted to be low magic with full casters removed and an arcane points system replacing it for low magic classes using psionic classes. Skills have been replaced, sanity and a corruption system added in modified from Dark Heresy. Healing has changed to slow-healing during adventures. Also the equipment and wealth system has been replaced by a modified version of Cthulhu’s wealth tiers.

It feel pretty modular to me. Maybe this is a corner case and inquire, as a particularly easy area to adapt.

The wealth system, magic points vs slots, weapons/equipment, and new skills etc all seem to be removable an replaceable.
 

Sure it did. To be modular, you need to be able to pull out an entire system, such as combat or spellcasting and insert a completely different system and have it work seamlessly. If it can do that, it's modular. If it can't and you have to bang it around a bit to make it work, it's not modular.
So ... basically your definition is that it has to still be a cohesive game if you replace entire sections? Kind of like having a car good at going off road, push a button and it's a track car, pull a lever and you fly home?

I don't see how a good game with all those options of would even be possible.
 

The high degree of customization 5e offers is more than enough for me. If you want true modularity you are knocking at the wrong door. For that you have to look at GURPS and other truly generic games. I have no interest in these systems my self.
 

So ... basically your definition is that it has to still be a cohesive game if you replace entire sections? Kind of like having a car good at going off road, push a button and it's a track car, pull a lever and you fly home?

I don't see how a good game with all those options of would even be possible.
It depends on how the game is designed. 5e was not designed to be modular.
 

The high degree of customization 5e offers is more than enough for me.

It's good enough for me, too. I just wish they would create more optional rules, feats, subclasses, etc.

If you want true modularity you are knocking at the wrong door.

Exactly. That's all I'm saying. 5e is not modular.

For that you have to look at GURPS and other truly generic games. I have no interest in these systems my self.
I don't like GURPS, either.
 

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