Sadras
Legend
I can agree with you here and am a bit worried by the fact that we haven't seen anything like a "3esque uber-customization" module, or a "4esque AEDU tactical combat" module. Like you said, the glorified modular approach and complexity dial that was discussed early on may be morphing into "we're going to provide a lot of optional rules." That's fine with me, especially if the core game is simple enough.
I'm not that worried. As I have mentioned in another thread the AEDU is actually right in front of our eyes.
Spells, class abilities/features, myriad combat options, effects, cover rules and movement are all there - all we need now are terrain/weather effects and you have a 4esque combat grid system.
Fair enough, they don't have an identifiable paragraph in the playtest addressing this and a characters actions are not presented in 4e style but its definitely there.
As for 3e uber-customization, I'm thinking they might go mini-feats or +1 ability improvement for a more granular customization, its the simplest solution, and they then there is the possibility of melding/swapping class features on a 5e-character builder.
Furthermore more options should become available for use through supplements, allowing the character-customization lovers to get on board.
The only other thing i would think they would need to focus on as an extra module is a grittier setting which they can discuss/introduce through a simple wounds system, capping hit points, multiple use of Hit Dice (if we treat it like character reserves)...etc
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