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*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="Minigiant" data-source="post: 9792823" data-attributes="member: 63508"><p>Thats not modular design.</p><p></p><p>5e used DLC design.</p><p></p><p>That's like how the first version of every Sid Meier's Civilization game strips out bits of it and leaves gaps. Then they add in the DLCs that reinsert Religion or Ideology or Trade systems in later.</p><p></p><p>Except WOTC expected 3PPs, Fanzine writers, bloggers, Kickstarters, and forums to do it.</p><p></p><p>But really<strong> no one</strong> <em>really</em> did it. Almost every was the side optional stuff. Bastions/Strongholds. Mas Combat. Pets. Potions. Crafting.</p><p></p><p>Not much that was critical to the core game loops of combat, exploration*, or social interaction.</p><p></p><p>I have a better Language subsystem variant rules and a variant rules that adds more tactical and cinematic fighting within the game damage assumptions. But few to no big publishers pushed in these big modules of there own. No big homebrewer is sliding out these houserules in big displays so everyone could see, try, and discuss. All you have is ENP's redesign in A5e or KP's TOV. And really it's <em>just</em> A5E.</p><p></p><p>For as big 5e is... the only notable mod for years was A5E.</p><p></p><p>Ain't nobody really rewrite all the control spells to be less cheesy on Bosses but we all figured out the problem very ago.</p><p></p><p>*Okay exploration got variant rules because core 5e exploration was written for people who don't play 5e.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9792823, member: 63508"] Thats not modular design. 5e used DLC design. That's like how the first version of every Sid Meier's Civilization game strips out bits of it and leaves gaps. Then they add in the DLCs that reinsert Religion or Ideology or Trade systems in later. Except WOTC expected 3PPs, Fanzine writers, bloggers, Kickstarters, and forums to do it. But really[B] no one[/B] [I]really[/I] did it. Almost every was the side optional stuff. Bastions/Strongholds. Mas Combat. Pets. Potions. Crafting. Not much that was critical to the core game loops of combat, exploration*, or social interaction. I have a better Language subsystem variant rules and a variant rules that adds more tactical and cinematic fighting within the game damage assumptions. But few to no big publishers pushed in these big modules of there own. No big homebrewer is sliding out these houserules in big displays so everyone could see, try, and discuss. All you have is ENP's redesign in A5e or KP's TOV. And really it's [I]just[/I] A5E. For as big 5e is... the only notable mod for years was A5E. Ain't nobody really rewrite all the control spells to be less cheesy on Bosses but we all figured out the problem very ago. *Okay exploration got variant rules because core 5e exploration was written for people who don't play 5e. [/QUOTE]
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Mike Mearls says control spells are ruining 5th Edition
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