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<blockquote data-quote="Majoru Oakheart" data-source="post: 6161706" data-attributes="member: 5143"><p>They've never said PRECISELY, but they've definitely hinted a lot.</p><p></p><p>As far as I can tell the "basic" game right now is choose a background, specialty, race and class then write down what each of those gives you.</p><p></p><p>The "standard" game is pick a background but choose 4 skills instead of the ones they give you, then pick feats instead of choosing a specialty.</p><p></p><p>However, I suspect the "current version of the rules are slightly changed from that to be:</p><p></p><p>"Basic" is choose a race, class, and background (I suspect there are no more specialties). Write down what those give you. When a class tells you to gain stats, you gain those stats.</p><p></p><p>"Standard" is choose a race and class. Then pick 4 skills. Pick a background benefit. Then when a class tells you to gain a stat, you can choose a feat instead. Multilclassing is likely only an option in Standard.</p><p></p><p>"Advanced" is the standard rules plus however many optional rules modules you want to add on top.</p><p></p><p></p><p>From my reading of what they've said their idea of modularity is having rules that can be easily replaced by other rules.</p><p></p><p>Like the above, backgrounds are simply prechosen lists of skills. But that's a module that can be taken out and instead allow people to choose their skills. Stat bumps are a rule that can be taken out and replaced with the "feats" module to allow more customization. The rate people heal from resting can have a default core but can be replaced by the "faster healing" or "slower healing" modules.</p><p></p><p>This allows them to create "Advanced" rules that are simply replacement for certain "core" rules. Like there might be an advanced rule that replaces hitpoints with something else. It tells you that in order to use it, you need to cut out the rules for gaining hitpoint, for resting, and for damage and replace them with something else. This is why they've said that advanced rules likely won't be compatible with one another and none of them will assume you are using any of the others.</p><p></p><p>They've essentially created a "tree" where all the modules grow out of the "core" basic rules.</p><p></p><p>I've always said since the beginning that I believe people are expecting WAY more modularity than WOTC ever planned.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6161706, member: 5143"] They've never said PRECISELY, but they've definitely hinted a lot. As far as I can tell the "basic" game right now is choose a background, specialty, race and class then write down what each of those gives you. The "standard" game is pick a background but choose 4 skills instead of the ones they give you, then pick feats instead of choosing a specialty. However, I suspect the "current version of the rules are slightly changed from that to be: "Basic" is choose a race, class, and background (I suspect there are no more specialties). Write down what those give you. When a class tells you to gain stats, you gain those stats. "Standard" is choose a race and class. Then pick 4 skills. Pick a background benefit. Then when a class tells you to gain a stat, you can choose a feat instead. Multilclassing is likely only an option in Standard. "Advanced" is the standard rules plus however many optional rules modules you want to add on top. From my reading of what they've said their idea of modularity is having rules that can be easily replaced by other rules. Like the above, backgrounds are simply prechosen lists of skills. But that's a module that can be taken out and instead allow people to choose their skills. Stat bumps are a rule that can be taken out and replaced with the "feats" module to allow more customization. The rate people heal from resting can have a default core but can be replaced by the "faster healing" or "slower healing" modules. This allows them to create "Advanced" rules that are simply replacement for certain "core" rules. Like there might be an advanced rule that replaces hitpoints with something else. It tells you that in order to use it, you need to cut out the rules for gaining hitpoint, for resting, and for damage and replace them with something else. This is why they've said that advanced rules likely won't be compatible with one another and none of them will assume you are using any of the others. They've essentially created a "tree" where all the modules grow out of the "core" basic rules. I've always said since the beginning that I believe people are expecting WAY more modularity than WOTC ever planned. [/QUOTE]
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