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The basic logic at the heart of 5E design - core, modular, etc
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<blockquote data-quote="Mercurius" data-source="post: 5776866" data-attributes="member: 59082"><p>From reading a variety of questions and suppositions about 5E, I've gathered that there is a good deal of confusion about the basic logic behind 5E design. I'm going to go out on a limb and hold that I get the gist of what they're trying to do, because--quite frankly--it is something that I've been hoping they'd do for a couple years now.</p><p></p><p>One of the points of confusion I frequently see is around discussions of what will be core 5E and what will be modular, often around very specific things (e.g. a particular class, alignment, skills, etc). We really can't know at this point--and it is probably that Mike & Monte haven't pinned it down yet--but I think we can extrapolate a bit. </p><p></p><p>Let's start with those two terms: <strong>Core </strong>and <strong>Modular. </strong>What is "core" is essentially the common denominator in any form of canonical 5E D&D (that is, not house ruled). It is the basic system upon which modular options can be placed; it is the default system that forms the basis for any version of 5E D&D. Simple enough, right?</p><p></p><p>There are numerous questions that are born from this idea. How simple with Core 5E be? What will be core and what will be optional? Will a certain class or race be core or optional?</p><p></p><p>Some of these questions end up being born from the confusion about the "design logic" that I alluded to. The core system is just that: a system. It isn't (necessarily) a set group of races and classes, or combination of other character traits (skills, feats, alignment, etc). It is a game engine that might or might not have a default mode, but that is in a sense the chassis upon which different pieces can be attached.</p><p></p><p>The question, then, is what is the line between core and modular? I would posit that it is, or could be, something like this:</p><p></p><p><strong>Core </strong>- ability scores, defenses (AC, ref, fort, will), races, d20 + modifier vs. target number mechanic.</p><p></p><p><strong>Modular Options </strong>- classes (and other forms of character development), skills, feats, powers, themes, alignment, magic items, spells, combat subsystems (e.g. conditions, positioning, battlemat, etc).</p><p></p><p>In other words, the Core will probably/possibly/hopefully look like a stripped-down version of d20/3E, while the modular options will include any and all sub-systems and specific configurations and optional rules and styles of game play that have appeared in any version of D&D, as well as possible new approaches (e.g. classless character development, spontaneous magic, etc).</p><p></p><p>Now "core" can also mean to some what is presented in the beginner's box or the first <em>Player's Handbook. </em>It remains to be seen whether WotC will publish an only-core basic rulebook or if even the basic rulebook (whether box or PHB) will include both core and modular options. My hope (and recommendation) is that we see something like the following:</p><p></p><p><strong>- 5E Core Rules Document </strong>- this would be something similar to the SRD, yet simpler and in a more user-friendly format, a PDF that can be printed out or downloaded.</p><p></p><p>- <strong>Beginner's Box Set (aka 5E Red Box) </strong>- this would take Pathfinder's box set as a model, although maybe simplify it a bit. It would include the classic four races (human, halfling, elf, dwarf), four or five classes (fighter, rogue, wizard, cleric, maybe ranger), and levels 1-5. It would include the core rules but <strong>no </strong>modular options, and thus be geared at the true beginner.</p><p></p><p><strong>- Player's Handbook </strong>- this is where "Advanced D&D 5E" begins. The races and classes would be expanded to include the rest of the classic tropes with one or two exotic options. It would be level 1-20 (with epic saved for a later book), and it would include a variety of modular options: skills, feats, powers, advanced combat, etc.</p><p></p><p>- <strong>Player's Options/PHB2, 3, etc - </strong>Further classes, races, modular options, sub-systems, etc. The sky's the limit here, although I would keep most new feats, powers, and such to DDI, with hardcover books having more solid options like classes and races, and optional sub-systems.</p><p></p><p>One way to imagine this design is that you have a wheel with a hub (core) and spokes (modular options), yet it is a dynamic and not a static wheel in that spokes are interchangeable, even in the same group (e.g. one player could run a roll-and-attack style fighter while another could have powers).</p><p></p><p>As I mentioned elsewhere, what I <em>don't </em>think we'll see are things like defenses and saving throws being modular options, which may disappoint some wanting to Save vs. Breath Weapon. That said, you might see a character sheet with tiny print under the different defenses that give homage to old school saves by describing which each defense is used for.</p><p></p><p>As I wrote <a href="http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/316415-stand-back-silent-still-thats.html" target="_blank">here</a>, these are exciting times, and they can be exciting for 90%+ of D&D fans. Certainly they won't be able to please everyone, but mainly those that are attached to a very specific iteration of the game that they want to see resuscitated. I would posit that fans of <em>any</em> edition that want their's revamped are going to be disappointed (with the possible exceptions of 3.x and 4E fans, given that it is likely that 5E will be a further development from those editions).</p><p></p><p>But again, the basic design logic: simple core, tons of modular options with which you'll be able to build the flavor and tone and complexity level of your choice. What's not to like?</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5776866, member: 59082"] From reading a variety of questions and suppositions about 5E, I've gathered that there is a good deal of confusion about the basic logic behind 5E design. I'm going to go out on a limb and hold that I get the gist of what they're trying to do, because--quite frankly--it is something that I've been hoping they'd do for a couple years now. One of the points of confusion I frequently see is around discussions of what will be core 5E and what will be modular, often around very specific things (e.g. a particular class, alignment, skills, etc). We really can't know at this point--and it is probably that Mike & Monte haven't pinned it down yet--but I think we can extrapolate a bit. Let's start with those two terms: [B]Core [/B]and [B]Modular. [/B]What is "core" is essentially the common denominator in any form of canonical 5E D&D (that is, not house ruled). It is the basic system upon which modular options can be placed; it is the default system that forms the basis for any version of 5E D&D. Simple enough, right? There are numerous questions that are born from this idea. How simple with Core 5E be? What will be core and what will be optional? Will a certain class or race be core or optional? Some of these questions end up being born from the confusion about the "design logic" that I alluded to. The core system is just that: a system. It isn't (necessarily) a set group of races and classes, or combination of other character traits (skills, feats, alignment, etc). It is a game engine that might or might not have a default mode, but that is in a sense the chassis upon which different pieces can be attached. The question, then, is what is the line between core and modular? I would posit that it is, or could be, something like this: [B]Core [/B]- ability scores, defenses (AC, ref, fort, will), races, d20 + modifier vs. target number mechanic. [B]Modular Options [/B]- classes (and other forms of character development), skills, feats, powers, themes, alignment, magic items, spells, combat subsystems (e.g. conditions, positioning, battlemat, etc). In other words, the Core will probably/possibly/hopefully look like a stripped-down version of d20/3E, while the modular options will include any and all sub-systems and specific configurations and optional rules and styles of game play that have appeared in any version of D&D, as well as possible new approaches (e.g. classless character development, spontaneous magic, etc). Now "core" can also mean to some what is presented in the beginner's box or the first [I]Player's Handbook. [/I]It remains to be seen whether WotC will publish an only-core basic rulebook or if even the basic rulebook (whether box or PHB) will include both core and modular options. My hope (and recommendation) is that we see something like the following: [B]- 5E Core Rules Document [/B]- this would be something similar to the SRD, yet simpler and in a more user-friendly format, a PDF that can be printed out or downloaded. - [B]Beginner's Box Set (aka 5E Red Box) [/B]- this would take Pathfinder's box set as a model, although maybe simplify it a bit. It would include the classic four races (human, halfling, elf, dwarf), four or five classes (fighter, rogue, wizard, cleric, maybe ranger), and levels 1-5. It would include the core rules but [B]no [/B]modular options, and thus be geared at the true beginner. [B]- Player's Handbook [/B]- this is where "Advanced D&D 5E" begins. The races and classes would be expanded to include the rest of the classic tropes with one or two exotic options. It would be level 1-20 (with epic saved for a later book), and it would include a variety of modular options: skills, feats, powers, advanced combat, etc. - [B]Player's Options/PHB2, 3, etc - [/B]Further classes, races, modular options, sub-systems, etc. The sky's the limit here, although I would keep most new feats, powers, and such to DDI, with hardcover books having more solid options like classes and races, and optional sub-systems. One way to imagine this design is that you have a wheel with a hub (core) and spokes (modular options), yet it is a dynamic and not a static wheel in that spokes are interchangeable, even in the same group (e.g. one player could run a roll-and-attack style fighter while another could have powers). As I mentioned elsewhere, what I [I]don't [/I]think we'll see are things like defenses and saving throws being modular options, which may disappoint some wanting to Save vs. Breath Weapon. That said, you might see a character sheet with tiny print under the different defenses that give homage to old school saves by describing which each defense is used for. As I wrote [URL="http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/316415-stand-back-silent-still-thats.html"]here[/URL], these are exciting times, and they can be exciting for 90%+ of D&D fans. Certainly they won't be able to please everyone, but mainly those that are attached to a very specific iteration of the game that they want to see resuscitated. I would posit that fans of [I]any[/I] edition that want their's revamped are going to be disappointed (with the possible exceptions of 3.x and 4E fans, given that it is likely that 5E will be a further development from those editions). But again, the basic design logic: simple core, tons of modular options with which you'll be able to build the flavor and tone and complexity level of your choice. What's not to like? [/QUOTE]
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