D&D 5E Rules modules for 5E?

The old school module is supposed to be the Basic rules I believe, along with some tweaks in the DMG for things like healing, etc..

That's what I think as well the Basic Rules are free and give the core 4 classes and core 4 races (with subraces!) for folks to play a very light and older school style game with no purchase price beyond dice (or if you have a phone, a free download of a dice app).

Variant rules seem to be more about what the OP is talking about, though I do hope they publish all the finalized 'Unearthed Arcana' eventually in both .pdf and print format. This would fall in line with the way Games Workshop used to have a codex of all the White Dwarf rules for Warhammer 40k and I think would work fine for a lot of folks.
 

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Welp, time to repost the list...

Optional Rules and Variants

[Sblock=PH]
• Customizing Ability Scores (PHB 13)
• Variant Human Traits (PHB 31)
• Variant Criminal: Spy (PHB 130)
• Variant Entertainer: Gladiator (PHB 131)
• Variant Guild Artisan: Guild Merchant (PHB 133)
• Variant Noble: Knight (PHB 136)
o Variant Feature: Retainers (PHB 136)
• Variant Sailor: Pirate (PHB 139)
o Variant Feature: Bad Reputation (PHB 139)
• Equipment Sizes (PHB 144)
• Multiclassing (PHB 163)
• Feats (PHB 165)
• Encumbrance (PHB 176)
• Playing on a Grid (PHB 192)
[/sblock]
[Sblock=DMG]
• Renown (DMG 22)
• Planar Traits
o Feywild Magic (DMG 50)
o Shadowfell Despair (DMG 52)
o Blessed Beneficence (DMG 59)
o Pervasive Goodwill (DMG 59)
o Overwhelming Joy (DMG 60)
o Hunter’s Paradise (DMG 60)
o Beast Transformation (DMG 60)
o Power of the Mind (DMG 61)
o Mad Winds (DMG 62)
o Abyssal Corruption (DMG 62)
o Vile Transformation (DMG 63)
o Cruel Hindrance (DMG 63)
o Pervasive Evil (DMG 64)
o Bloodlust (DMG 66)
o Law of Averages (DMG 66)
o Planar Vitality (DMG 67)
• Loyalty (DMG 93)
• Training to Gain Levels (DMG 131)
• More Difficult Identification (DMG 136)
• Mixing Potions (DMG 140)
• Scroll Mishaps (DMG 140)
• Wands That Don’t Recharge (DMG 141)
• Automatic Success (DMG 239)
• Only Players Award Inspiration (DMG 241)
• Flanking (DMG 251)
• Diagonals (DMG 252)
• Facing (DMG 252)
• Level advancement without XP (DMG 261)
o Session-Based Advancement (DMG 261)
o Story-Based Advancement (DMG 261)
• Proficiency Dice (DMG 263)
• Ability Check Proficiency (DMG 263)
• Background Proficiency (DMG 264)
• Personality Trait Proficiency (DMG 264)
• Hero Points (DMG 264)
• Honor Score (DMG 264)
• Sanity Score (DMG 265)
• Fear and Horror (DMG 266)
• Healer’s Kit Dependency (DMG 266)
• Healing Surges (DMG 266)
• Slow Natural Healing (DMG 266)
• Epic Heroism Rests (DMG 267)
• Gritty Realism Rests (DMG 267)
• Firearms (DMG 267)
• Alien Technology (DMG 268)
• Plot Points (DMG 269)
• Initiative Score (DMG 270)
• Side Initiative (DMG 270)
• Speed Factor (DMG 270)
• Action Options (DMG 271)
• Hitting Cover (DMG 272)
• Cleave Through Creatures (DMG 272)
• Injuries (DMG 272)
• Massive Damage (DMG 273)
• Morale (DMG 273)
• Spell Points (DMG 288)
[/sblock]
[Sblock=MM]
• Trap Soul (Demilich optional action, MM 49)
• Demon Summoning (MM 53)
• Quasit Familiar (MM 63)
• Devil Summoning (MM 68)
• Imp Familiar (MM 69)
• Bone Devil Polearm (MM 71)
• Erinyes Rope of Entanglement (MM 73)
• Ice Devil Spear (MM 75)
• Dragons as Innate Spellcasters (MM 86)
• Drider Spellcasting (MM 120)
• Drow Magic Armor and Weapons (MM 126)
• Ettercap Web Garrote (MM 131)
• Genie Powers (MM 144)
• Kuo-Toa Monitor (MM 198)
• Nonhuman Lycanthropes (MM 206)
• Mephit Summoning (MM 217)
• Mind-Flayer Arcanist (MM 222)
• Rogue Modrons (MM pg. 224)
• Psychic Gray Ooze (MM 240)
• Pseudodragon Familiar (MM 254)
• Quaggoth Thonot (MM 256)
• Revenants with Spells and Weapons (MM 259)
• Satyr Pipes (MM 267)
• Slaad Control Gems (MM 274)
• Poltergeist (MM 279)
• Thri-Kreen Weapons and Psionics (MM 288)
• Troll Loathsome Limbs (MM 291)
• Vampire Warriors and Spellcasters (MM 298)
• Yugoloth Summoning (MM 311)
• Insect Swarms (MM 338)
• Giant Lizard Traits (MM 326)
• Diseased Dire Rats (MM 327)
• Cave Bear (MM 334)
• Warhorse Armor (MM 340)
• Familiars (MM 347)
[/sblock]
 

So a year after the 5e announcement, Mike Mearls spent the first four Legends & Lores of 2013 talking about design goals for D&D Next.

Here they are:
D&D Next Goals Part One
D&D Next Goals Part Two
D&D Next Goals Part Three
D&D Next Goals Part Four

Although I've seen many people saying (some even in 2013!) that WotC "stopped talking about modularity", modularity talk was on full display in these articles. The first one is kind of an overview of what they wanted to accomplish with 5e: have an essential core of D&D throughout its editions, so that someone who hasn't played in years can step into a 5e game with ease, but also to bring in new players. Mearls explicitly mentions modularity as a strategy for that. A simple, yet complete, core game that new players can easily grasp, with more complex and/or ancillary rules for veteran players laying on top of that simple core.

Part 2 talks about what they saw as the Basic Rules. Simple, iconic core four classes and races, fast character creation, game that is easy to pick up and play. And obviously this vision led to the current Basic Rules.

Part 3 talks about what they saw as the Standard Rules. More race options, more class options, more backgrounds, feats, multiclassing, more rules for the DM to refer to for adjudicating various actions. So this is the basic PHB, MM, and parts of the DMG (such as the rules for chases, travel pace, objects' AC and HP, and the social interaction).

Part 4 talks about what they considered Advanced Rules. Mearls categorized these kinds of rules in three ways: 1) dials that change the game in a predictable way (e.g., healing and resting rates, available in the DMG), 2) modular rules that fit on top of the core game (e.g., rules for loyalty and morale, both in the DMG), and 3) some advanced rules that change the core system in a fundamental way (e.g., armor DR, hit locations, and variant magic, only the last appears in the DMG, although there are rules along the lines of the others, like massive damage and lingering injuries).

Mearls even provided a kind of wish list of things they'd eventually want to add to the game.

  • Include tactical combat rules that allow the option to add more miniatures gaming elements to combat. This would include a grid, options for facing, rules for more detailed zones of control, and so on. (In the DMG)
  • Provide a system that emphasizes refreshing resources by encounter instead of by day. The nice thing about our approach is that since this is an option, we don't have to settle for half measures. Everything can be encounter-based, even hit points. (Not seen yet.)
  • Create rules for giving mechanical weight to character motivation, personality traits, and so on. (Eventually introduced into the Basic and Standard Rules for PCs, expanded to NPCs in the DMG.)
  • Provide a structure for a more story-based approach to D&D, treating the DM and players as co-authors of a narrative with a specific focus. (In the DMG.)
  • Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment. (Inspiration was included in the Basic and Standard Rules, with Inspiration variations and Hero Points in the DMG.)
  • Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on. (XP-less advancement is discussed in the DMG; otherwise not really seen yet.)
  • Add in rules for firearms, including both a historical take and one driven by fantasy. (In the DMG, along with Alien Technology.)
  • Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role. (In Unearthed Arcana #2.)
  • Design rules for speeding up battles that involve lots of monsters and the characters. (In the DMG.)
  • Provide rules for sea battles. (Not seen yet.)
  • Create rules for realms management and strongholds. (Aside from downtime rules for building strongholds, not seen yet.)
  • Design rules for finding ingredients and reagents to craft magic items. (Not particularly developed, aside from some downtime rules for time and cost.)
  • Provide critical hit and critical failure tables. (Not seen yet.)
  • Design rules for using armor as damage reduction, along with rules for hit locations. (Not seen yet.)
  • Introduce rules for lingering wounds, a gritty approach to health and well being. (In the DMG.)
  • Include alternative magic systems. (Spell points in the DMG.)
  • Provide rules for horror and sanity, along with other rules to change D&D's genre. (In the DMG, along with Honor rules.)

Of course, as Remathilis's list shows, even if the specific rules suggested here haven't shown up yet, there have been others, such as weapon factors and side initiative, and Epic Boons. And a crapload of variants.
 

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