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Modular design - a new BECMI?

paladinm

First Post
All the chatter about 5e has pointed to a "modular design." I wonder if that concept lends itself to an approach somewhat similar to how BD&D worked with BECMI (or at least BECM).

I propose the following approach:

1. The Basic set - exactly what it says; lays out the basic workings of D&D, basic classes (Cleric, Fighter, Mage and Thief), races, attributes, AC, etc. Likely plays very similarly to BD&D or 1e

2. The Advanced set - expands class choices (Paladin, Ranger, Druid, Monk, whatever), races, multiclassing, weapons choices, perhaps introduces (some) skills, talents and feats

3. The Expert set - more class choices, feats, races, introductory "powers" and "themes", psionics, talent trees, perhaps "prestige" classes

4. The Master set - still more classes, powers, epic level play?

All volumes above the Basic would be completely optional. I'd also like to see supplements in the mold of the BD&D Gazetteers.

And (drum roll please).. I would make each set a boxed set so as not to break anyone's bank. There could be another "final" volume as a sort of Rules Cyclopedia.

Does anyone have any thoughts about this? What would you include at each such level?
 

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I propose the following approach:

1. The Basic set - exactly what it says; lays out the basic workings of D&D, basic classes (Cleric, Fighter, Mage and Thief), races, attributes, AC, etc. Likely plays very similarly to BD&D or 1e

2. The Advanced set - expands class choices (Paladin, Ranger, Druid, Monk, whatever), races, multiclassing, weapons choices, perhaps introduces (some) skills, talents and feats

3. The Expert set - more class choices, feats, races, introductory "powers" and "themes", psionics, talent trees, perhaps "prestige" classes

4. The Master set - still more classes, powers, epic level play?

I like your approach.
 

I fondly remember the Mentzer years, and awaiting the arrival of each new boxed set. I was already familiar with AD&D, so I kind of knew what the "advanced" levels would look like; but it was still cool seeing the different implementation.

I'd love to see a similar approach with 5e, and having Gazeteer-type books to handle the various "options" would keep the "core" fairly uncluttered. The BD&D Dwarf Cleric, Halfling Master, Elven Treekeeper, Forester, and Glantri Mage were all great fun, and all totally inappropriate for the "core". BD&D was a great example of how to do a truly extensible game.
 


Its clean and harks back to yonder days.

Did you envisage it having it cover range levels (I think basic was 1-3 and expert 4-6) as well?
 

I could see Basic covering 1-5 of the 4 core classes, along with all the basics of the game. Advanced would have 6-10 (or so) of the core and 1-10 of whatever "new" classes there are. Expert could have 11-20 of the all previous classes and 1-20 of new ones (the # of new classes would decrease in each set). Master would feature epic level (21+) play.
 

I say boo to your leaving off the "I" in your description. :p

The Immortal rules are unwieldy to say the least. I'd be surprised if even 1% of BECMI gamers ever used them. There's a good reason why they were left out of the Rules Cyclopedia and re-written for the Wrath of the Immortals supplement - which was still unwieldy, just less so.
 


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