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L&L: Putting the Vance in Vancian
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<blockquote data-quote="Crazy Jerome" data-source="post: 5842490" data-attributes="member: 54877"><p>Being able to make the NPCs as PCs is what they say is a "must have". But anyone that wants that can do it in 4E today. Anyone that will not buy over that issue is really saying, "I don't want the DM to be able to do anything that I can't do, and vice versa," for whatever reason. There is no way that any set of rules will cater to that group 100% with adventures, unless that is all the adventures do. So no, people adamant about that are not going to get what they want--and justly so, since it is ultimately a demand that a system designed to be modular sacrifice huge chuncks of the design goal to satisfy them and only them. This is especially true since the <strong>only</strong> version of D&D being emulated that has even part of that particular aspect is the 3.*/PF family. </p><p> </p><p>That said, I do thing there is some room for modular rules in adventures. The Iron Crown Enterprises "Shadow World" didn't do a bad job mechanically supporting both Fantasy Hero and Rolemaster, and those are two totally separate system. You can have your orcs as "just orcs" in most places, but then also have a few options tossed onto the orc shaman or chieftan. Nothing wrong with the standard bugbear having "Sneaky +3" in the skill sections--which you can then use in the optional skill system, use only as flavor for the straight ability check, or ignore entirely. </p><p> </p><p>Things like psionics are another issue entirely. Now we aren't talking about modular for how something plays, but modular for genre and feel. Of course you can't litter an adventure with psionic stuff and make it perfect for people who don't like psionics. That was true in any version. I remember several 2E Dungeon adventures that had a few notes on how and what to swap out to remove the psionic, but it didn't do the work for you. </p><p> </p><p>As for unpopular things not getting used much ... I'm not seeing the downside. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> People who like unpopular things have always had to do the retrofitting themselves. Having modular systems can make this more palatable, but it can't make it seemless.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5842490, member: 54877"] Being able to make the NPCs as PCs is what they say is a "must have". But anyone that wants that can do it in 4E today. Anyone that will not buy over that issue is really saying, "I don't want the DM to be able to do anything that I can't do, and vice versa," for whatever reason. There is no way that any set of rules will cater to that group 100% with adventures, unless that is all the adventures do. So no, people adamant about that are not going to get what they want--and justly so, since it is ultimately a demand that a system designed to be modular sacrifice huge chuncks of the design goal to satisfy them and only them. This is especially true since the [B]only[/B] version of D&D being emulated that has even part of that particular aspect is the 3.*/PF family. That said, I do thing there is some room for modular rules in adventures. The Iron Crown Enterprises "Shadow World" didn't do a bad job mechanically supporting both Fantasy Hero and Rolemaster, and those are two totally separate system. You can have your orcs as "just orcs" in most places, but then also have a few options tossed onto the orc shaman or chieftan. Nothing wrong with the standard bugbear having "Sneaky +3" in the skill sections--which you can then use in the optional skill system, use only as flavor for the straight ability check, or ignore entirely. Things like psionics are another issue entirely. Now we aren't talking about modular for how something plays, but modular for genre and feel. Of course you can't litter an adventure with psionic stuff and make it perfect for people who don't like psionics. That was true in any version. I remember several 2E Dungeon adventures that had a few notes on how and what to swap out to remove the psionic, but it didn't do the work for you. As for unpopular things not getting used much ... I'm not seeing the downside. :p People who like unpopular things have always had to do the retrofitting themselves. Having modular systems can make this more palatable, but it can't make it seemless. [/QUOTE]
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L&L: Putting the Vance in Vancian
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