Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Modules you'd like/expect to see...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 5899167" data-attributes="member: 92511"><p>With Modularity the name of the 5e game, I am becoming increasingly amused by the various supposition threads that "this or that <em>needs</em> to be a <em>rule</em>" as opposed to a game of base guidelines with XYZ optional modules included.</p><p></p><p>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!</p><p></p><p>So, with that in mind, what <em>Optional</em> sets of Module rules would you like or do you expect to see...or at the very least<em> hope</em> 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.</p><p></p><p>But to start, here's what I'm thinking...</p><p></p><p>Alignment Module: use alignment in your games any of this number of ways or not at all.</p><p></p><p>Advanced Combat Module: Weapons reach, speed, damage type, weapon type against armor type, etc. Usable, completely independently of...</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>Cheers. Happy almost Friday, all.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5899167, member: 92511"] With Modularity the name of the 5e game, I am becoming increasingly amused by the various supposition threads that "this or that [I]needs[/I] to be a [I]rule[/I]" 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 [I]Optional[/I] sets of Module rules would you like or do you expect to see...or at the very least[I] hope[/I] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Modules you'd like/expect to see...
Top