steeldragons
Steeliest of the dragons
With Modularity the name of the 5e game, I am becoming increasingly amused by the various supposition threads that "this or that needs to be a rule" as opposed to a game of base guidelines with XYZ optional modules included.
If the "rules" you want are offered as an optional module...and you are gettign what you want...and those who don't want it don't have to include it in their games...then where's the debate? Everyone's getting what/how they want to play! Ding Dong, the OneTrueWayism is DEAD!
So, with that in mind, what Optional sets of Module rules would you like or do you expect to see...or at the very least hope are included in the basic game? Obviously, I would expect, as time moves on following the initial release, we can expect any number of additional supplemental books, splats, kits, sets, that will expand on the game, offering more and more optional modules.
But to start, here's what I'm thinking...
Alignment Module: use alignment in your games any of this number of ways or not at all.
Advanced Combat Module: Weapons reach, speed, damage type, weapon type against armor type, etc. Usable, completely independently of...
Tactical Mini's Module: For those who feel that they need the mini's to play the game or, at least, pull them out to conduct combat with the detail and fiddly bits they are used to. Maneuver, feat and 5-foot step to your hearts content with, presumably, the Advanced Combat Module in tandem...or without!
Training &/OR Retraining Module: If you want to allow it in your games, have at it. Impose PC training time and costs (not to mention having to find an NPC of sufficicient level to train you) at level up. And/or allow for "Retraining" of feats or skills, swapping out or adding Themes (outside of/beyond the allowances of the base guidelines), etc.
Magic System Module: Alternate ways of conducting all magic, some magic, wizard but not cleric magic, spell points, full on spontaneous casting, etc. Combat casting/interrupts, concentration checks, "learn spell" checks/percentages, etc. A few different ideas of ways to do it...in addition to or instead of the "default" casting system.
Anything else popped up recently that people are "discussing" that is really rather moot and could easily be added to the game, as desired? Or anything that hasn't come up that you want to see/use in your games...but has no reason it needs to be a "rule" in the core of the game?
Cheers. Happy almost Friday, all.
--SD
If the "rules" you want are offered as an optional module...and you are gettign what you want...and those who don't want it don't have to include it in their games...then where's the debate? Everyone's getting what/how they want to play! Ding Dong, the OneTrueWayism is DEAD!
So, with that in mind, what Optional sets of Module rules would you like or do you expect to see...or at the very least hope are included in the basic game? Obviously, I would expect, as time moves on following the initial release, we can expect any number of additional supplemental books, splats, kits, sets, that will expand on the game, offering more and more optional modules.
But to start, here's what I'm thinking...
Alignment Module: use alignment in your games any of this number of ways or not at all.
Advanced Combat Module: Weapons reach, speed, damage type, weapon type against armor type, etc. Usable, completely independently of...
Tactical Mini's Module: For those who feel that they need the mini's to play the game or, at least, pull them out to conduct combat with the detail and fiddly bits they are used to. Maneuver, feat and 5-foot step to your hearts content with, presumably, the Advanced Combat Module in tandem...or without!
Training &/OR Retraining Module: If you want to allow it in your games, have at it. Impose PC training time and costs (not to mention having to find an NPC of sufficicient level to train you) at level up. And/or allow for "Retraining" of feats or skills, swapping out or adding Themes (outside of/beyond the allowances of the base guidelines), etc.
Magic System Module: Alternate ways of conducting all magic, some magic, wizard but not cleric magic, spell points, full on spontaneous casting, etc. Combat casting/interrupts, concentration checks, "learn spell" checks/percentages, etc. A few different ideas of ways to do it...in addition to or instead of the "default" casting system.
Anything else popped up recently that people are "discussing" that is really rather moot and could easily be added to the game, as desired? Or anything that hasn't come up that you want to see/use in your games...but has no reason it needs to be a "rule" in the core of the game?
Cheers. Happy almost Friday, all.
--SD