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D&D 5E Mage Suggestion for WotC: Modular but separate.

Classes are by their very nature rigid. There is absolute no difference in having feat and ability progress outlined on a separate Sorcerer class table than having it with the Mage class which the Sorcerer is a subclass of. It also doesn't increase the page count by a whole lot, probably less than a a single page of tables and class information for two classes. All of these classes have to be detailed as subclasses regardless. The Sorcerer may even have to have a special table for Spells Known anyway. Also, having Sorcery under the Sorcerer class is no different than having it under the Mage class. It would take just as many paragraphs.

The key major difference between having a separate Sorcerer class is that abilities that are not apart of Sorcery are tailored specifically for the Sorcerer instead of ending up with a Sorcerer with Brew Potions and Scribe Scrolls.

Not to mention it makes it accessible again, facilitating a straightforward character creation and removing most of the potential confusion while eliminating a key source of mistakes. It doesn't matter how simple and novice friendly the actual sorcerer is, if that is buried under a pile of fiddly customization choices, it will not see much play beyond more experimented players.
 

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Not to mention it makes it accessible again, facilitating a straightforward character creation and removing most of the potential confusion while eliminating a key source of mistakes. It doesn't matter how simple and novice friendly the actual sorcerer is, if that is buried under a pile of fiddly customization choices, it will not see much play beyond more experimented players.

Yes, they could designate a place in the DMG to explain how these different spellcaster modules can be swapped around for campaigns that need something specific instead of having to write something in PHB trying to explain to players how they must choose one before they can go on and choose a (sub-)subclass
 


No it isn't. If you want to publish a game, or anything really, not including things that suck is kinda a good idea.

It seems like the point flew right over your head.... allow me to elaborate for you.

No one can KNOW it sucks or not without trying. I'm astounded that I had to explain this.
 

No one can KNOW it sucks or not without trying. I'm astounded that I had to explain this.

And I am astonished that you believe that people can't know the consequences for an action without trying.
But hey, hold your hand into an open flame. It might be fun. You won't know without trying, right?

Besides, optional rules have been done before with Unearthed Arcana. And some simple mathematics also show quite well that having several optional modules will raise the complexity of a system so high that maintaining it will be a nightmare.
 

Every adventure is converted to the mechanics the DM uses. Modular mechanics simply means more optional definition in less defined areas of the base commercial game. They all for making the game more complex, but aren't required.

I suspect all DDN adventures will use the base rules and then perhaps include portions for specific mechanics modules they've released. This is sort of like new monsters, spells, magic items, and so forth in an adventure's appendix. Except these modular elements will simply be more statistics and detail in the adventure itself.

Can you run the module without the add-ons? Sure, and the extra detail helps the DM describe things, just not as reference to any game mechanics. That's one way to play and likely the base style.

Groups which want the added detail and have purchased the additional modular games can pull out each box set / book supplement as these portions arise.
 


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