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How to Package Modules?
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<blockquote data-quote="Ahnehnois" data-source="post: 5915633" data-attributes="member: 17106"><p>One of the beautiful things about rules options is that they don't take up much space. Looking at my Psychic's Handbook, there are in slightly less than two pages options to make psychic abilities use power points, drain ability scores, cost XP, require saving throws to avoid fatigue, deal lethal or nonlethal hit point damage, or for them to be used freely. All of these make for a very different campaign. With options, you can stuff a lot of content into a small amount of space, and people get more book for their money.</p><p></p><p>That in mind, I think it's not hard to present rules in the same book formats we've seen previously. Their Sword & Fist/Complete Warrior book can include facing-based rules and advanced health systems, while their magic book can include alternate magic systems, and the new Heroes of Horror can include mental health rules. A new Unearthed Arcana full of campaign changing options can come out sooner than in the past. Really, they might be able to do this more aggressively or explicitly, but it doesn't sound that different from the past to me.</p><p></p><p>Isn't that how it's always been done? A large portion of content in almost every D&D book I have strikes me as useless. I just focus on the useful parts.</p><p></p><p>I am also skeptical of that. 3e is very modular, especially when you consider UA. 2e was also drowning in options. I think what they mean but can't say is that they will return to this level of customizability, perhaps handled more explicitly and more right from the start.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5915633, member: 17106"] One of the beautiful things about rules options is that they don't take up much space. Looking at my Psychic's Handbook, there are in slightly less than two pages options to make psychic abilities use power points, drain ability scores, cost XP, require saving throws to avoid fatigue, deal lethal or nonlethal hit point damage, or for them to be used freely. All of these make for a very different campaign. With options, you can stuff a lot of content into a small amount of space, and people get more book for their money. That in mind, I think it's not hard to present rules in the same book formats we've seen previously. Their Sword & Fist/Complete Warrior book can include facing-based rules and advanced health systems, while their magic book can include alternate magic systems, and the new Heroes of Horror can include mental health rules. A new Unearthed Arcana full of campaign changing options can come out sooner than in the past. Really, they might be able to do this more aggressively or explicitly, but it doesn't sound that different from the past to me. Isn't that how it's always been done? A large portion of content in almost every D&D book I have strikes me as useless. I just focus on the useful parts. I am also skeptical of that. 3e is very modular, especially when you consider UA. 2e was also drowning in options. I think what they mean but can't say is that they will return to this level of customizability, perhaps handled more explicitly and more right from the start. [/QUOTE]
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