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<blockquote data-quote="El Mahdi" data-source="post: 5885372" data-attributes="member: 59506"><p>I'm not insisting that the game be changed. I'm insisting that with the innovative design goals of D&D Next, supporting all of these things is now possible by adding them in the form of modules. To let this opportunity go by without even trying...that would just be heartbreakingly sad. If you don't like those modules, don't use them. But complaining that my modules are going to mess up your game, when modules like what I'm talking about are already being discussed and designed, seems like an exercise in futility on your part. The core is going to be designed with the use of modules in mind. There's simply no escaping that.</p><p> </p><p>Also, D&D did do Mechs, Plasma Weapons, and Guided Missiles...and did them well. They were called D20 Modern, Future, and Star Wars SAGA. They do mix and match quite well with D&D, which they were based off of. It's not impossible, not even that difficult, and doesn't overly strain the core system in the least. I don't believe having realistic modular mechanics will overly strain or alter the core system, and definitely not to the point where you can't play your game.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p> </p><p></p><p> </p><p>Yes, I am insisting exactly that, and have been insisting exactly that for years. Apparently Monte and Company agree. That ship has already sailed.</p><p> </p><p></p><p> </p><p>This is a massive assumption, one which is not supported by any fact (at least not yet). I'd suggest waiting until one actually sees the game before "flipping out".</p><p> </p><p></p><p> </p><p>I guess we're just going to have to agree to disagree. I know this is simply not true. You feel just as strongly that it is true. Neither of us is going to convince the other differently.</p><p> </p><p></p><p> </p><p>It is a bias, but no more of a bias than I have. I believe this is possible, and no better time to do this than with the system that's been proposed. I really do think that this edition has a strong chance of being everything I've always wanted out of D&D, and also being what a very large percentage of other D&D fans have always wanted out of D&D, and still being exactly what you want out of D&D. However, only time will tell.</p><p> </p><p></p><p> </p><p>On the contrary, I see this edition as the perfect one for the inclusion of a Zone module. I'd absolutely love to see that. I thought <em>The Dresden Files</em> game had a good implementation of this, and [MENTION=13650]AeroDm[/MENTION] 's ideas broadened it significantly as a feasible add-on for 4E. I think 5E wold be the perfect vehicle for this. That's something you should definitely propose over on the WotC boards, or when the Open Playtesting begins.</p><p> </p><p>That's a damn good idea there, Hussar.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5885372, member: 59506"] I'm not insisting that the game be changed. I'm insisting that with the innovative design goals of D&D Next, supporting all of these things is now possible by adding them in the form of modules. To let this opportunity go by without even trying...that would just be heartbreakingly sad. If you don't like those modules, don't use them. But complaining that my modules are going to mess up your game, when modules like what I'm talking about are already being discussed and designed, seems like an exercise in futility on your part. The core is going to be designed with the use of modules in mind. There's simply no escaping that. Also, D&D did do Mechs, Plasma Weapons, and Guided Missiles...and did them well. They were called D20 Modern, Future, and Star Wars SAGA. They do mix and match quite well with D&D, which they were based off of. It's not impossible, not even that difficult, and doesn't overly strain the core system in the least. I don't believe having realistic modular mechanics will overly strain or alter the core system, and definitely not to the point where you can't play your game.:cool: Yes, I am insisting exactly that, and have been insisting exactly that for years. Apparently Monte and Company agree. That ship has already sailed. This is a massive assumption, one which is not supported by any fact (at least not yet). I'd suggest waiting until one actually sees the game before "flipping out". I guess we're just going to have to agree to disagree. I know this is simply not true. You feel just as strongly that it is true. Neither of us is going to convince the other differently. It is a bias, but no more of a bias than I have. I believe this is possible, and no better time to do this than with the system that's been proposed. I really do think that this edition has a strong chance of being everything I've always wanted out of D&D, and also being what a very large percentage of other D&D fans have always wanted out of D&D, and still being exactly what you want out of D&D. However, only time will tell. On the contrary, I see this edition as the perfect one for the inclusion of a Zone module. I'd absolutely love to see that. I thought [I]The Dresden Files[/I] game had a good implementation of this, and [MENTION=13650]AeroDm[/MENTION] 's ideas broadened it significantly as a feasible add-on for 4E. I think 5E wold be the perfect vehicle for this. That's something you should definitely propose over on the WotC boards, or when the Open Playtesting begins. That's a damn good idea there, Hussar.:cool: [/QUOTE]
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