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Mearls: Augmenting the core
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5639961" data-attributes="member: 82106"><p>Yeah, but like I said before, it isn't enough to have each module be a black box that only exposes and modifies things that are 'visible' in other modules (or only in the core, etc). Each module changes the VALUES of those things, and other things it doesn't even touch. You can try to carefully calibrate things so that doesn't happen, but personally I would liken that to trying to get around Kirchoff's Laws. You simply can't. Add a new branch to a circuit and you change the voltage all over the place. You can add more branches and resistors and whatnot and try to rebalance things, but analogously you probably will add a lot of complexity to your modular system doing that.</p><p></p><p>And I still haven't really seen a convincing story about how you support the system as a whole with adventures etc. </p><p></p><p>I can totally buy a system that adds only 'peripheral' modules and maybe allows a very small number of core options, like basically 2. Then yes, your kingdom building module, your ocean adventures module, etc etc etc will probably work fine. The thing is, this is really how far from 4e at that point? I think you can accomplish the same thing by just creating an alternate abstract combat system for 4e at that point, something that Wrecan at least has already fully realized in a working form. At which point we don't seem to need this whole debate...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5639961, member: 82106"] Yeah, but like I said before, it isn't enough to have each module be a black box that only exposes and modifies things that are 'visible' in other modules (or only in the core, etc). Each module changes the VALUES of those things, and other things it doesn't even touch. You can try to carefully calibrate things so that doesn't happen, but personally I would liken that to trying to get around Kirchoff's Laws. You simply can't. Add a new branch to a circuit and you change the voltage all over the place. You can add more branches and resistors and whatnot and try to rebalance things, but analogously you probably will add a lot of complexity to your modular system doing that. And I still haven't really seen a convincing story about how you support the system as a whole with adventures etc. I can totally buy a system that adds only 'peripheral' modules and maybe allows a very small number of core options, like basically 2. Then yes, your kingdom building module, your ocean adventures module, etc etc etc will probably work fine. The thing is, this is really how far from 4e at that point? I think you can accomplish the same thing by just creating an alternate abstract combat system for 4e at that point, something that Wrecan at least has already fully realized in a working form. At which point we don't seem to need this whole debate... [/QUOTE]
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