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Explain your Modular Class Ideas
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6047628" data-attributes="member: 61749"><p>There are three general purposes for modules:</p><p></p><ol> <li data-xf-list-type="ol">matching mechanics to setting.</li> <li data-xf-list-type="ol">matching mechanics to play-style.</li> <li data-xf-list-type="ol">tailored complexity.</li> </ol><p>These three purposes overlap a lot, which is why discussions about modules get muddied. In my mind, numbers 1 and 3 are the most important, yet most of the debate is about number 2. </p><p></p><p></p><p></p><p>Class archetypes (such as wizard traditions) are a fine example of number 3. By augmenting or replacing default class features, they trade simplicity for diversity. The class should work perfectly well without achetypes by presenting a quintessential and simple form of that class by default. For groups willing to accept the complexity inherent in choice, characters can be tailored to a much greater degree.</p><p></p><p></p><p>Alternative spellcasting mechanics should be focused on number 1. Vancian casting is the traditional default. Alternatives speak to magic that works in different ways. Spell points represent casting from an internal pool of energy. Evocations represent small magics that always work. There's room for mechanics that represent channeling external energies through yourself at great personal risk (similar to Shadowrun), or by consuming the energy inside an outside fuel (like allomancy from Mistborn).</p><p></p><p></p><p>I think by focusing modules on numbers 1 and 3, number 2 will take care of itself.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6047628, member: 61749"] There are three general purposes for modules: [LIST=1] [*]matching mechanics to setting. [*]matching mechanics to play-style. [*]tailored complexity. [/LIST] These three purposes overlap a lot, which is why discussions about modules get muddied. In my mind, numbers 1 and 3 are the most important, yet most of the debate is about number 2. Class archetypes (such as wizard traditions) are a fine example of number 3. By augmenting or replacing default class features, they trade simplicity for diversity. The class should work perfectly well without achetypes by presenting a quintessential and simple form of that class by default. For groups willing to accept the complexity inherent in choice, characters can be tailored to a much greater degree. Alternative spellcasting mechanics should be focused on number 1. Vancian casting is the traditional default. Alternatives speak to magic that works in different ways. Spell points represent casting from an internal pool of energy. Evocations represent small magics that always work. There's room for mechanics that represent channeling external energies through yourself at great personal risk (similar to Shadowrun), or by consuming the energy inside an outside fuel (like allomancy from Mistborn). I think by focusing modules on numbers 1 and 3, number 2 will take care of itself. [/QUOTE]
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