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<blockquote data-quote="Mistwell" data-source="post: 7482375" data-attributes="member: 2525"><p>No, I do not. Link? I remember talk of harkening back to the styles of prior editions, but I remember nothing about being modular enough to play any past edition. I'd like to see what you're referring to.</p><p></p><p>For example, this is a very early Q&A with Mike Mearls about modularity in 5e for people who like 4e fighters:</p><p></p><p>Q: Are you actually going to include modules for 4E fans who want flexible, intelligent, veteran fighters? </p><p></p><p>A [Mike Mearls]: [For] Fighters – We have a maneuver system in design that we’re playtesting here in the office. In my Monday game, Chris Perkins’ fighter could choose between an inaccurate but high damage attack, a defensive attack that force an enemy to pay attention to him, and a second defensive option that boosted his AC. That’s just the surface of what we have going on in there. I’d also like to extend the maneuver idea to other areas of the game – social maneuvers, rogue tricks, things like that. Our goal is to make a wide variety of characters possible, rather than stick each class into a limited box. Just as we’re moving roles out of class, we’re also moving complexity limits out of class as much as we can. Encounter Powers – We’re looking at a mechanic that draws on the idea of pushing yourself beyond your limits between rests, basically a stamina-based mechanic. This is precisely the kind of more complex option that we place in the game for players who want to take on that sort of approach.</p><p></p><p>As you can see from that example, he is not saying or implying 5e would be "modular enough to play 4e" for example. He's saying there is modularity in place to play a 4e-like game in some respects. That was always the approach them mentioned. I am not aware of any implication you could actually play a prior edition using 5e rules.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7482375, member: 2525"] No, I do not. Link? I remember talk of harkening back to the styles of prior editions, but I remember nothing about being modular enough to play any past edition. I'd like to see what you're referring to. For example, this is a very early Q&A with Mike Mearls about modularity in 5e for people who like 4e fighters: Q: Are you actually going to include modules for 4E fans who want flexible, intelligent, veteran fighters? A [Mike Mearls]: [For] Fighters – We have a maneuver system in design that we’re playtesting here in the office. In my Monday game, Chris Perkins’ fighter could choose between an inaccurate but high damage attack, a defensive attack that force an enemy to pay attention to him, and a second defensive option that boosted his AC. That’s just the surface of what we have going on in there. I’d also like to extend the maneuver idea to other areas of the game – social maneuvers, rogue tricks, things like that. Our goal is to make a wide variety of characters possible, rather than stick each class into a limited box. Just as we’re moving roles out of class, we’re also moving complexity limits out of class as much as we can. Encounter Powers – We’re looking at a mechanic that draws on the idea of pushing yourself beyond your limits between rests, basically a stamina-based mechanic. This is precisely the kind of more complex option that we place in the game for players who want to take on that sort of approach. As you can see from that example, he is not saying or implying 5e would be "modular enough to play 4e" for example. He's saying there is modularity in place to play a 4e-like game in some respects. That was always the approach them mentioned. I am not aware of any implication you could actually play a prior edition using 5e rules. [/QUOTE]
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