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One word that will fix what's wrong with DNDN
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<blockquote data-quote="eamon" data-source="post: 5925407" data-attributes="member: 51942"><p>To be fair, modularity isn't just the notion that you're allowed to house-rule. Of <em>course</em> you're allowed to house rule. But the way the game and its ecosystem is set up really impacts how hard it is to do.</p><p></p><p>For example, houseruling 4e character creation is made more difficult because of the character builder. So even where changing the rules is conceptually easy, if you then suddenly can't use the character builder, this can make players unhappy. In particular, people aren't used to doing the creation by hand, so many players don't even know what to do on level up - not precisely. So not only are you forcing them to slog through a potentially vast number of choices without the tool they're used to, they also need to look up and apply rules they haven't used in a long time - if ever.</p><p></p><p>And of course, this speed bump has nothing to do with the rules themselves; its just the way the whole game ecosystem was set up - it's sort of OK to have millions of choices since there's a CB, and it's hard to house-rule because the CB is complex and closed.</p><p></p><p>Then you've got interactions within the rules. For a very simple example which affects pretty much any edition you've the monster manuals. If you house rule anything that might affect expected damage output, you're going to need to be willing to house rule hit points of monsters and PC's, and that might be a daunting task. Unless the game changes radically, you'll need hitpoints, but the point is that which problems you encounter depends on the rules too.</p><p></p><p>So, I don't think it's sad people have to be told they can make a "module" aka change the rules; people often don't even consider it because its a hard thing to do now (in 4e, and to a lesser extent in 3e too).</p><p></p><p>I don't think this is an easy problem to solve, and while it's looking good now, the hard stuff is still to come. 5e isn't out of the woods yet.</p></blockquote><p></p>
[QUOTE="eamon, post: 5925407, member: 51942"] To be fair, modularity isn't just the notion that you're allowed to house-rule. Of [I]course[/I] you're allowed to house rule. But the way the game and its ecosystem is set up really impacts how hard it is to do. For example, houseruling 4e character creation is made more difficult because of the character builder. So even where changing the rules is conceptually easy, if you then suddenly can't use the character builder, this can make players unhappy. In particular, people aren't used to doing the creation by hand, so many players don't even know what to do on level up - not precisely. So not only are you forcing them to slog through a potentially vast number of choices without the tool they're used to, they also need to look up and apply rules they haven't used in a long time - if ever. And of course, this speed bump has nothing to do with the rules themselves; its just the way the whole game ecosystem was set up - it's sort of OK to have millions of choices since there's a CB, and it's hard to house-rule because the CB is complex and closed. Then you've got interactions within the rules. For a very simple example which affects pretty much any edition you've the monster manuals. If you house rule anything that might affect expected damage output, you're going to need to be willing to house rule hit points of monsters and PC's, and that might be a daunting task. Unless the game changes radically, you'll need hitpoints, but the point is that which problems you encounter depends on the rules too. So, I don't think it's sad people have to be told they can make a "module" aka change the rules; people often don't even consider it because its a hard thing to do now (in 4e, and to a lesser extent in 3e too). I don't think this is an easy problem to solve, and while it's looking good now, the hard stuff is still to come. 5e isn't out of the woods yet. [/QUOTE]
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