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Mearls: Augmenting the core
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5634753" data-attributes="member: 82106"><p>It goes deeper than this. Not only are there the stacking issues, but there are 2 other classes of issues that are equally thorny.</p><p></p><p>1) Dependencies - Surely the "Kings & Courts" module that defines social 'combat' is going to depend on the "Skills & Backgrounds" module, so you don't have clean distinctions. At best only a few permutations will actually work AT ALL. </p><p></p><p>2) Interactions - When you add in the "Powers & Feats" module it is going to have to provide mechanical integration with other modules, like defining the need for rests. These will be deeper and fiddlier as well, think about all the issues between classic and Essentials 4e classes and MC feats and power swaps of various kinds. These things will just mushroom with the number of modules, and because each module is designed to be isolated from each other module it is difficult for them to resolve these things around specific resources or mechanics that may not even be in use. How will Rituals leverage APs when APs are an optional part of the "Advanced Combat & Tactics" module? </p><p></p><p>Honestly, either you end up with a very constrained design space or a game that has to lard on excess mechanics for each module to make it a black box and then doesn't all integrate very much. The cost at best is high. Personally I don't think there are very many permutations of CHARACTER resources you can support this way. You can certainly support various add-ons that are more related to the setting (a Castles and Armies module for instance, which has very little impact on the base character sheet). The question then is, doesn't 4e already allow for this? Why do we need a 5e for that kind of module? </p><p></p><p>I'll vote with Delricho, I'll believe this is possible when I see it, but all my systems design experience tells me it will come at a high cost and will not work anywhere near as well as a game designed with these features from the ground up. I'd MUCH rather see a full-featured game with a good discussion of removing some elements and a set of supplements for the DM that describe different things you can add to your campaign setting.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5634753, member: 82106"] It goes deeper than this. Not only are there the stacking issues, but there are 2 other classes of issues that are equally thorny. 1) Dependencies - Surely the "Kings & Courts" module that defines social 'combat' is going to depend on the "Skills & Backgrounds" module, so you don't have clean distinctions. At best only a few permutations will actually work AT ALL. 2) Interactions - When you add in the "Powers & Feats" module it is going to have to provide mechanical integration with other modules, like defining the need for rests. These will be deeper and fiddlier as well, think about all the issues between classic and Essentials 4e classes and MC feats and power swaps of various kinds. These things will just mushroom with the number of modules, and because each module is designed to be isolated from each other module it is difficult for them to resolve these things around specific resources or mechanics that may not even be in use. How will Rituals leverage APs when APs are an optional part of the "Advanced Combat & Tactics" module? Honestly, either you end up with a very constrained design space or a game that has to lard on excess mechanics for each module to make it a black box and then doesn't all integrate very much. The cost at best is high. Personally I don't think there are very many permutations of CHARACTER resources you can support this way. You can certainly support various add-ons that are more related to the setting (a Castles and Armies module for instance, which has very little impact on the base character sheet). The question then is, doesn't 4e already allow for this? Why do we need a 5e for that kind of module? I'll vote with Delricho, I'll believe this is possible when I see it, but all my systems design experience tells me it will come at a high cost and will not work anywhere near as well as a game designed with these features from the ground up. I'd MUCH rather see a full-featured game with a good discussion of removing some elements and a set of supplements for the DM that describe different things you can add to your campaign setting. [/QUOTE]
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