• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Modularity in 5th Edition with respect to feats.

Evenglare

Adventurer
With the recent announcement of feats and classes gaining them at different rates brings up the question of modularity. Now, I have not heard in a while about the modularity of 5th edition, so I'm not sure if it's actually still a design goal. Assuming it is, I have doubts about how they will pull this off especially when you start tieing different elements of games together in an intrinsic way, such as classes and feats. To me modularity can satisfy a couple of different goals to be integrated successfully. Either it's a part of the game you add to, or it's a layer of the game that you can add or take away from. Those are my definitions of modularity and as such I will be speaking from a viewpoint of these axioms.

Let me first address adding or subtracting parts of the game. A module in this sense is what 4th edition (in my opinion) excels at. You can allow or disallow fundamental parts of the game and when you play that game it works like the basic game. For example, you could introduce or take away a power source. Once this happens more or fewer classes are added or taken away but it does not detract from the overall gameplay mechanic. Pathfinder has done this with Kingmaker, adding another "part" to the game in which you build and manage kingdoms, which does not infringe on any other part of the game. Modularity in this sense adds something to the system that does not detract from other parts of the system. In 5th edition, they began doing this early on with skills and backgrounds. In the early drafts of the game it said something to the effect of "don't use this if you would like to experience and old school feel". I LOVED this, absolutely LOVED it. The fact that skills and backgrounds could be added or taken away from the game was a fantastic idea and felt very true to this type of modular design. Skills added another part to the game. As far as I can tell skills and backgrounds have been integrated into the fundamental game, but I digress as a gamemaster it would not be hard to simply abolish this and sever the limb of the game.

Now we get into the other part of modularity. An overlay to the game to make the game more or less complex. I believe that the "feat idea" lies in this realm of modularity. In 3rd edition 4th edition, and pathfinder feats were gained at an advancement rate that was non class specific. In other words you gained a feat every so often (this precludes bonus feats, in this case bonus feats are simply taken as integrated class features and not actual feats themselves). Now 5th edition had a very unique opportunity to address this explicitly with modular game design. In all the above mentioned games you COULD have removed feats from the game entirely effectively removing a layer of complexity to the game. The games would still have been playable without impacting the games fundamental rules. As an aside pathfinder does this layering extremely, extremely well with their class design. Since classes gain things at regular intervals these abilities can be overlaid with OTHER abilities thus giving us these archetypes, which I think is an INGENIOUS move on their part. This is modularity at it's finest. Now I'm personally a 13th age player, but pathfinder is the model of modularity that I would look to should I want such a thing in my game.

So with 5th edition deciding to marry feats to classes, does this further their modularity goal? I tend to think it does not. This is saddening to me as I know many older edition players were looking forward to a game where they would not even NEED feats. Is modularity one of the parts of 5th edition they still have in their sights? Is there anything to suggest this or otherwise? I have not heard anything recently about this goal. It seems to me if modularity were to go away it would destroy one of the most fundamental goals of the game which is unification of players across all editions.
 

log in or register to remove this ad

So with 5th edition deciding to marry feats to classes, does this further their modularity goal? I tend to think it does not. This is saddening to me as I know many older edition players were looking forward to a game where they would not even NEED feats. Is modularity one of the parts of 5th edition they still have in their sights? Is there anything to suggest this or otherwise? I have not heard anything recently about this goal. It seems to me if modularity were to go away it would destroy one of the most fundamental goals of the game which is unification of players across all editions.

I don't think you understand the idea of the new feat system (to be fair, Mearls didn't explain it very well in the article itself).

in the core, basic, default game, there are no feats. You just get an ability score improvement every few levels. For the more advanced option, you can take a feat instead of an ability score improvement.

This does more for feat modularity than anything before. It makes it into a player option--in the previous "just ignore it" system, either everyone had to use feats or no one did. With this new system, each player can choose individually how much complexity they want.

This is very good for modularity.
 

I imagine that they could probably satisfy people's desire for symmetry, by giving every class the same number of ability bonuses built into the class, but giving a the Fighter and Rogue a few class features that would be class appropriate and slightly better than a +1 bonus that are also "swapable" for feats. It could simply be an asterisk that says something like (if your DM allows feats, you can pick a level appropriate feat instead of this class feature.) People who want to customize a build would be good and people who don't use feats or are in non-feat campaigns would get characters that are a bit more interesting.
 

I don't think you understand the idea of the new feat system (to be fair, Mearls didn't explain it very well in the article itself).

in the core, basic, default game, there are no feats. You just get an ability score improvement every few levels. For the more advanced option, you can take a feat instead of an ability score improvement.

This does more for feat modularity than anything before. It makes it into a player option--in the previous "just ignore it" system, either everyone had to use feats or no one did. With this new system, each player can choose individually how much complexity they want.

This is very good for modularity.

Exactly. Now two people, one who likes feats and the other who doesn't, can play at the same table together and be balanced with each other. It also makes it easier to balance the game as a whole, because groups that choose not to use feats won't be underpowered and require adjustments to the difficulty of adventures.
 

Yeah... in truth, we shouldn't be calling this the "feat system"... we should be calling it the "ability mod advancement system". Because the baseline isn't feats. The baseline is that every couple of levels you can advance one of your ability scores a point.

But for Standard or Advanced games... if you want a bit more modularity and tactical ability... you can exchange that +1 for some special abilities.
 

Depending on the feats themselves, it could go a long way toward satisfying 3e and 4e fans. And fans of earlier editions could just opt out and not use feats at all. This would make it modular via playstyle/feel in addition to simple or complex.
 

Into the Woods

Remove ads

Top