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<blockquote data-quote="Mistwell" data-source="post: 6213649" data-attributes="member: 2525"><p>They have a "customization" module for 3e fans, and a "tactical combat" module for 4e fans, and a "downtime" module for fans of high level AD&D domain-bulding stuff, and a "storygame" module for fans of Dungeon World and Torchbearer and FATE. Then they have a host of core rules which are really optional, like feats (replaced with ability increases) and skills (replaced with just ability checks) and even proficiencies. So, if you remove some or all those elements, you get pretty close to 1e and 2e and even Basic/Expert D&D.</p><p></p><p>I think that's all they mean by it at this point. And they can release, and have been releasing, conversion notes for old AD&D modules that work quite well with the core as it is. They may well do this with 3e and 4e adventures as well, once the optional modules come out.</p><p></p><p>I think in the end, you will get adventures that can work with any of these systems, with a "version" for each. Here is an example:</p><p></p><p>WatchTower of the Necromancer is a module for D&D characters level 4-7.</p><p>You can purchase the paper-cover book for 5e core, which assumes use of feats and skills, but no other optional modules.</p><p></p><p>With your purchase, you get a code that lets you download a PDF of alternate versions. Those alternate versions include:</p><p></p><p>1) Tactical Combat version, with more detailed set-piece maps and monsters with more tactical options;</p><p>2) Customization version, which assumes characters are more powerful in certain aspects and adjusts the monsters and encounters to suit such higher level of specialization;</p><p>3) Storygame version, which provides suggested content on player narrative control;</p><p>4) An "old school" version, which assumes the characters have no feats or skills, and adjusts some things like DCs accordingly.</p><p></p><p>So now you can have 5 tables at a convention, all playing the same adventure, but none of them using quite the same set of rules. One table "feels" more like 4e, the next like 3e, the next like 1e/2e, the next like Basic/Expert, and finally one that is the core 5e game. These are all tailored for fans of various editions, without being those actual editions.</p><p></p><p>That is my guess as to how this is going to work. We shall see.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6213649, member: 2525"] They have a "customization" module for 3e fans, and a "tactical combat" module for 4e fans, and a "downtime" module for fans of high level AD&D domain-bulding stuff, and a "storygame" module for fans of Dungeon World and Torchbearer and FATE. Then they have a host of core rules which are really optional, like feats (replaced with ability increases) and skills (replaced with just ability checks) and even proficiencies. So, if you remove some or all those elements, you get pretty close to 1e and 2e and even Basic/Expert D&D. I think that's all they mean by it at this point. And they can release, and have been releasing, conversion notes for old AD&D modules that work quite well with the core as it is. They may well do this with 3e and 4e adventures as well, once the optional modules come out. I think in the end, you will get adventures that can work with any of these systems, with a "version" for each. Here is an example: WatchTower of the Necromancer is a module for D&D characters level 4-7. You can purchase the paper-cover book for 5e core, which assumes use of feats and skills, but no other optional modules. With your purchase, you get a code that lets you download a PDF of alternate versions. Those alternate versions include: 1) Tactical Combat version, with more detailed set-piece maps and monsters with more tactical options; 2) Customization version, which assumes characters are more powerful in certain aspects and adjusts the monsters and encounters to suit such higher level of specialization; 3) Storygame version, which provides suggested content on player narrative control; 4) An "old school" version, which assumes the characters have no feats or skills, and adjusts some things like DCs accordingly. So now you can have 5 tables at a convention, all playing the same adventure, but none of them using quite the same set of rules. One table "feels" more like 4e, the next like 3e, the next like 1e/2e, the next like Basic/Expert, and finally one that is the core 5e game. These are all tailored for fans of various editions, without being those actual editions. That is my guess as to how this is going to work. We shall see. [/QUOTE]
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