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Postmortem: 10 Ideas in 5e that didn't quite work...
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<blockquote data-quote="Ruin Explorer" data-source="post: 8752533" data-attributes="member: 18"><p>The rushed and poorly-written DMG, which was supposed to provide most of the modularity is pretty clear evidence that they never took the modularity terribly seriously. Or at least delayed taking it seriously until it was too late.</p><p></p><p>I mean, it's clear that almost none of the modular/optional/variant stuff suggested in the 5E DMG is remotely playtested, much of it is just plain unfinished and is just waffle about what people "could" do, instead of presenting a modular option (some of it isn't even called out, you have to trudge through text and happen to find it, and it's hard to find again), and where there are modular options, they're often ill-considered and clearly don't represent what people actually want from modular options (hence so few of them being used "as is" - whereas in other games that succeed at modularity and take it seriously you see the opposite). The insanity module doesn't even do what it claims it does - the maths is all wrong (as discussed at vast length elsewhere)!</p><p></p><p>It's sad because you are right about one thing - aside from combat (where the math and class design interact too tightly to allow it), 5E has strong potential for modularity. It's easy to imagine a DMG that did a vastly better job.</p><p></p><p>This is all fixable in One D&D's new DMG of course. It wouldn't even be hard. So there's hope.</p><p></p><p>(That said, I think it's equally possible One D&D will go away from modularity and towards a more unified vision that's even easier for WotC to design and balance around.)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8752533, member: 18"] The rushed and poorly-written DMG, which was supposed to provide most of the modularity is pretty clear evidence that they never took the modularity terribly seriously. Or at least delayed taking it seriously until it was too late. I mean, it's clear that almost none of the modular/optional/variant stuff suggested in the 5E DMG is remotely playtested, much of it is just plain unfinished and is just waffle about what people "could" do, instead of presenting a modular option (some of it isn't even called out, you have to trudge through text and happen to find it, and it's hard to find again), and where there are modular options, they're often ill-considered and clearly don't represent what people actually want from modular options (hence so few of them being used "as is" - whereas in other games that succeed at modularity and take it seriously you see the opposite). The insanity module doesn't even do what it claims it does - the maths is all wrong (as discussed at vast length elsewhere)! It's sad because you are right about one thing - aside from combat (where the math and class design interact too tightly to allow it), 5E has strong potential for modularity. It's easy to imagine a DMG that did a vastly better job. This is all fixable in One D&D's new DMG of course. It wouldn't even be hard. So there's hope. (That said, I think it's equally possible One D&D will go away from modularity and towards a more unified vision that's even easier for WotC to design and balance around.) [/QUOTE]
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