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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
I would rather not have 4e combat "powers" in D&D Next
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<blockquote data-quote="n00bdragon" data-source="post: 5948166" data-attributes="member: 6689371"><p>I think ideally a truly modular game should barely even HAVE a core. There are steep disagreements about how magic should work for example. So why not just make all magic a modular element. The game should not assume wizards even exist. It's probably reasonable to assume that some sort of spellcasting class DOES exist but the nature of that class and how it goes about doing it's magical whatever should not have a "default" option.</p><p></p><p>Here's an idea: Make the core rules a free pamphlet that covers things like "Here's six ability scores and how saving throws work, etc". With the pamphlet you can make a character who is essentially a 1e fighter. It levels up. It gets better at hitting things. Then you buy books based on the stuff you want in your game. Want ye olde tyme schoole Gygaxian fightdurrs and wizgods? You can buy the book for old school magic which has rules for the mage and cleric classes and full frontal vancian casting and 80% of the book is spells.</p><p></p><p>Hate that and need magic that fits within a strictly defined AEDU box? Buy the book for that. It would closely resemble the 4e PHB but slimmer containing a bunch of AEDU magic classes like wizard and... uh... how about "priest"? That's the other beauty. If you make everything a distinct class then you introduce the possibility of multiclassing between them.</p><p></p><p>Then if you can't stand mundane people being cool once a day but you still want them to pretend to be cool all the time you can buy the book which outlines lots of mundane classes like thieves and fighters that have abilities they can just do all the time.</p><p></p><p>One thing that would be a good thing to borrow from 3e though is the notion of <a href="http://brilliantgameologists.com/boards/index.php?topic=1002.0" target="_blank">class tiers</a>, only they should be explicit about it and print it right there in big bold letters on the first page of every class entry "THIS CLASS IS TIER X". The DMG would tell DMs how to pick what tiers they allow in their games and how to manage those classes and make a fun game for everyone.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 5948166, member: 6689371"] I think ideally a truly modular game should barely even HAVE a core. There are steep disagreements about how magic should work for example. So why not just make all magic a modular element. The game should not assume wizards even exist. It's probably reasonable to assume that some sort of spellcasting class DOES exist but the nature of that class and how it goes about doing it's magical whatever should not have a "default" option. Here's an idea: Make the core rules a free pamphlet that covers things like "Here's six ability scores and how saving throws work, etc". With the pamphlet you can make a character who is essentially a 1e fighter. It levels up. It gets better at hitting things. Then you buy books based on the stuff you want in your game. Want ye olde tyme schoole Gygaxian fightdurrs and wizgods? You can buy the book for old school magic which has rules for the mage and cleric classes and full frontal vancian casting and 80% of the book is spells. Hate that and need magic that fits within a strictly defined AEDU box? Buy the book for that. It would closely resemble the 4e PHB but slimmer containing a bunch of AEDU magic classes like wizard and... uh... how about "priest"? That's the other beauty. If you make everything a distinct class then you introduce the possibility of multiclassing between them. Then if you can't stand mundane people being cool once a day but you still want them to pretend to be cool all the time you can buy the book which outlines lots of mundane classes like thieves and fighters that have abilities they can just do all the time. One thing that would be a good thing to borrow from 3e though is the notion of [URL="http://brilliantgameologists.com/boards/index.php?topic=1002.0"]class tiers[/URL], only they should be explicit about it and print it right there in big bold letters on the first page of every class entry "THIS CLASS IS TIER X". The DMG would tell DMs how to pick what tiers they allow in their games and how to manage those classes and make a fun game for everyone. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
I would rather not have 4e combat "powers" in D&D Next
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