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"Modular"? I gotcher "Modular" right here...
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<blockquote data-quote="steeldragons" data-source="post: 5808356" data-attributes="member: 92511"><p>Here's a way, I'm thinking (at the moment but can always change my mind) that the "Modules" for game building/creating can be organized. It's heavily based off of a thread I posed some weeks ago about a way to present/package the game using "All Fours" (presenting lists and options, classes, races, etc... grouped in 4s for easy comprehension for new players and assembly of play without drowning people in "endless options").</p><p></p><p>Of course, that was before the 5e announcement and various mishagotz (sp?) that has ensued since. But it might prove useful or, at least, provocative for some discussion and thought...So here't goes..</p><p></p><p>Module/Option 1: Classic</p><p>Module/Option 2: Legacy</p><p>Module/Option 3: Battle or Tactical (can't decide which would be more apropos)</p><p></p><p>Any and all individual Modules may be used in/with other Modules for any or all Player Character options. So you might have a game with "Classic" races with "Classic and Tacitcal" classes with Legacy Alignment and Tactical only Themes. Or a "Legacy Only" game or allow a single class or race cuz Player X just HAS to have it or what have you.</p><p></p><p>Basically, Mix'n'Match as desired, shake liberally with ice (or without! It's modular, your choice!) and season to taste.</p><p></p><p>Classes</p><p>"Classic Module": Cleric, Druid, Fighter, Ranger, Magic-user, Illusionist, Thief, Assassin</p><p>"Legacy Module": [with or without other modules] Barbarian, Bard, Cavalier ("champion/"warlord" guy), Monk, Paladin, Sorcerer, Warlock</p><p>"Tactical Module": [with or without other modules] Warpriest, Warblade, Warmage, Warrogue (spy, scout, layer of traps, etc.)</p><p></p><p>Races</p><p>"Classic Module": Human, Elf, Dwarf, Halfling</p><p>"Legacy Module": [with or without other modules] Drow, Half-elf, Half-orc, Gnome, Gnoll, Minotaur, Aasimar/Tiefling (I don't know how it became ok to have "part fiend" PCs, but part-"good guys" PCs fell by the wayside? So we'll call these guys "Half-Outsider")</p><p>"Tactical Module": [with or without other modules] Dragonborn, Goblin, Lizardman, Orc </p><p></p><p>Themes (any or all modules may be available regardless of other Modules chosen)</p><p>"Trade Module": Blacksmith, Farmer, Soldier, Sailor, Gemcutter, Serving Wench, etc... Non-combat oriented Skills only </p><p>"Society Module": Commoner, "Pubcrawler", Apprentice, Craftsman, Merchant, Gentry, Noble, etc...Non-combat oriented Skills, and some with Combat-relevant skills as well.</p><p>"Battle Module": Veteran, Medic, Tactician, Commander, etc... Combat oriented skills only</p><p></p><p>Alignment</p><p>"Classic Module": 3-point alignment (Lawful/Neutral/Chaotic or Good/Neutral/Evil, whichever)</p><p>"Legacy Module": 9-point alignment</p><p>"Tactical Module": No Alignment (alignment doesn't come into play, the battle's the thing)</p><p></p><p>Abilties:</p><p>Str, Dex, Int, Wis, Con, Chr (are we reeeeally going to argue about how they are ordered?)</p><p>3-18 range of human potential (non-human races may exceed 18 or have ability score minimums and maximums as stipulated under their Race description.)</p><p></p><p>Rolling it up:</p><p>"Classic": 3d6 in order (or place as desired, DM's option).</p><p>"Legacy": 4d6, drop lowest, in order or place as desired.</p><p>"Tactical": 3d6, 7 times. Arrange number of points as desired (or whatever/however "point buy" stuff works).</p><p></p><p>Defenses</p><p>AC (armor worn, shields, and Dex adjustments, if any)</p><p>Fortitude ( Str & Con based)</p><p>Reflex (Dex & Int)</p><p>Will (Wis & Cha based)</p><p>and Physical (for those attacks/effects that ignore armor, but require a touch/"hit", Str. & Dex based)</p><p></p><p>I think that's everything you need to know to get started.</p><p></p><p>Have fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5808356, member: 92511"] Here's a way, I'm thinking (at the moment but can always change my mind) that the "Modules" for game building/creating can be organized. It's heavily based off of a thread I posed some weeks ago about a way to present/package the game using "All Fours" (presenting lists and options, classes, races, etc... grouped in 4s for easy comprehension for new players and assembly of play without drowning people in "endless options"). Of course, that was before the 5e announcement and various mishagotz (sp?) that has ensued since. But it might prove useful or, at least, provocative for some discussion and thought...So here't goes.. Module/Option 1: Classic Module/Option 2: Legacy Module/Option 3: Battle or Tactical (can't decide which would be more apropos) Any and all individual Modules may be used in/with other Modules for any or all Player Character options. So you might have a game with "Classic" races with "Classic and Tacitcal" classes with Legacy Alignment and Tactical only Themes. Or a "Legacy Only" game or allow a single class or race cuz Player X just HAS to have it or what have you. Basically, Mix'n'Match as desired, shake liberally with ice (or without! It's modular, your choice!) and season to taste. Classes "Classic Module": Cleric, Druid, Fighter, Ranger, Magic-user, Illusionist, Thief, Assassin "Legacy Module": [with or without other modules] Barbarian, Bard, Cavalier ("champion/"warlord" guy), Monk, Paladin, Sorcerer, Warlock "Tactical Module": [with or without other modules] Warpriest, Warblade, Warmage, Warrogue (spy, scout, layer of traps, etc.) Races "Classic Module": Human, Elf, Dwarf, Halfling "Legacy Module": [with or without other modules] Drow, Half-elf, Half-orc, Gnome, Gnoll, Minotaur, Aasimar/Tiefling (I don't know how it became ok to have "part fiend" PCs, but part-"good guys" PCs fell by the wayside? So we'll call these guys "Half-Outsider") "Tactical Module": [with or without other modules] Dragonborn, Goblin, Lizardman, Orc Themes (any or all modules may be available regardless of other Modules chosen) "Trade Module": Blacksmith, Farmer, Soldier, Sailor, Gemcutter, Serving Wench, etc... Non-combat oriented Skills only "Society Module": Commoner, "Pubcrawler", Apprentice, Craftsman, Merchant, Gentry, Noble, etc...Non-combat oriented Skills, and some with Combat-relevant skills as well. "Battle Module": Veteran, Medic, Tactician, Commander, etc... Combat oriented skills only Alignment "Classic Module": 3-point alignment (Lawful/Neutral/Chaotic or Good/Neutral/Evil, whichever) "Legacy Module": 9-point alignment "Tactical Module": No Alignment (alignment doesn't come into play, the battle's the thing) Abilties: Str, Dex, Int, Wis, Con, Chr (are we reeeeally going to argue about how they are ordered?) 3-18 range of human potential (non-human races may exceed 18 or have ability score minimums and maximums as stipulated under their Race description.) Rolling it up: "Classic": 3d6 in order (or place as desired, DM's option). "Legacy": 4d6, drop lowest, in order or place as desired. "Tactical": 3d6, 7 times. Arrange number of points as desired (or whatever/however "point buy" stuff works). Defenses AC (armor worn, shields, and Dex adjustments, if any) Fortitude ( Str & Con based) Reflex (Dex & Int) Will (Wis & Cha based) and Physical (for those attacks/effects that ignore armor, but require a touch/"hit", Str. & Dex based) I think that's everything you need to know to get started. Have fun. :D --SD [/QUOTE]
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