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Is 5e "Easy Mode?"
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<blockquote data-quote="Lanefan" data-source="post: 7957510" data-attributes="member: 29398"><p>If memory serves, it was a bit more than just someone uttering a marketing phrase.</p><p></p><p>Modularity was, at the outset, repeatedly stated as a key feature of 5e design, where different elements could be added or dropped or tweaked with a minimum of knock-on effects. The reasoning given was that this modularity would allow them to design modules that would allow a DM to in effect emulate any prior edition.</p><p></p><p>And up went my little ears, 'cause this was exactly what I wanted to see.</p><p></p><p>I took them at their word; and had they delivered on said word I'd highly likely be running 5e now with all the 1e elements turned on and all the others turned off.</p><p></p><p>But once I saw the final product I realized that while they'd made a pretty decent system, far better than any previous WotC attempt, they hadn't come anywhere close to delivering on the promised modularity; and to make 5e into a game I'd want to run would be far more effort than simply working with what I already have.</p><p></p><p>And since 5e's release there's been ample time to put out modular add-ons for each prior edition, as in "Rules and elements to make 5e play like the 4e you love" or "1e Rules for Your 5e Game"; where the designers would add and remove modular elements so as to allow 5e to more closely emulate a prior edition.</p><p></p><p>These wouldn't necessarily have to be deep systemic changes, though they could be. For example, they could add in many of the combat tactics - sliding, shifting, conditions, grid-based, etc. - to make 5e feel much more like 4e while still keeping 5e's resting rules instead of AEDU, or if they wanted to risk a systemic change they could put AEDU back in. For 0-1-2e they could go to a flat + or - model instead of advantage-disadvantage, and a slower level advance rate; while a systemic change required would be how multiclassing works. For 3e it'd be fairly simple to add in magic item pricing and creation, but I'm not sure how they could systemically change the by-level power curve from 5e's relatively flat to the steepness of 3e.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7957510, member: 29398"] If memory serves, it was a bit more than just someone uttering a marketing phrase. Modularity was, at the outset, repeatedly stated as a key feature of 5e design, where different elements could be added or dropped or tweaked with a minimum of knock-on effects. The reasoning given was that this modularity would allow them to design modules that would allow a DM to in effect emulate any prior edition. And up went my little ears, 'cause this was exactly what I wanted to see. I took them at their word; and had they delivered on said word I'd highly likely be running 5e now with all the 1e elements turned on and all the others turned off. But once I saw the final product I realized that while they'd made a pretty decent system, far better than any previous WotC attempt, they hadn't come anywhere close to delivering on the promised modularity; and to make 5e into a game I'd want to run would be far more effort than simply working with what I already have. And since 5e's release there's been ample time to put out modular add-ons for each prior edition, as in "Rules and elements to make 5e play like the 4e you love" or "1e Rules for Your 5e Game"; where the designers would add and remove modular elements so as to allow 5e to more closely emulate a prior edition. These wouldn't necessarily have to be deep systemic changes, though they could be. For example, they could add in many of the combat tactics - sliding, shifting, conditions, grid-based, etc. - to make 5e feel much more like 4e while still keeping 5e's resting rules instead of AEDU, or if they wanted to risk a systemic change they could put AEDU back in. For 0-1-2e they could go to a flat + or - model instead of advantage-disadvantage, and a slower level advance rate; while a systemic change required would be how multiclassing works. For 3e it'd be fairly simple to add in magic item pricing and creation, but I'm not sure how they could systemically change the by-level power curve from 5e's relatively flat to the steepness of 3e. [/QUOTE]
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