Suggestions for modules

Doug McCrae

Legend
We know that D&DNext will be a heavily modular system. With the addition of appropriate modules it can be transformed into something resembling any edition of D&D, and, perhaps, something else entirely. But what will the modules be? Here are my suggestions:

Feats
Skills – skill points as an option within this module
Multiclassing
Monsters as PCs
Alignment
Vancian magic
Ritual magic
No magic items
Critical hits
Grim n' gritty – low hit points, long term injury
Detailed combat (new school) – battlegrid, maneuvers, AoO, flanking
Detailed combat (old school) - simultaneous action, weapon vs AC modifiers
Non-magical rapid healing - warlord, second wind, post-encounter recovery
Saving throws (old school)
Saving throws – passive
Minions
Monster roles – includes solo and elite
Detailed monsters
?Psionics – highly questionable
?Armour as DR – highly questionable as has never been a part of D&D

It's impossible to answer the question, “What will the modules be?” without knowing what will be in core. I'm assuming very stripped down classes, a basic combat and task resolution system, and all powers operating at will.

It's highly questionable whether monsters will be modularised, imo, as having two or more separate entries for each creature in each section of the Monster Manual would be unwieldy. Unless there was more than one MM?
 

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Contacts

"I know a guy in the Royal Guardsmen. Well he was in the Royal Guardsmen. Used to be an adventurer too. Untill the accident"

Sanity

"Thoses... are... not... toes." 1d6 Sanity damage

Sane Contacts

"We can ask my uncle Nik to identify it. He makes potions. Don't ask him how he makes them. Trust me."
 
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I expect there to be a dominion/domain game/becoming a noble/monarch module. I also hope for, but am less confident of, a mass combat module (obviously, those two go hand in hand in some ways). I think a "Skills and Powers"/"Feats and customization" module and a Tactical Options module are givens.
 

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