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General Tabletop Discussion
*Dungeons & Dragons
The basic logic at the heart of 5E design - core, modular, etc
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<blockquote data-quote="I'm A Banana" data-source="post: 5779310" data-attributes="member: 2067"><p>With Mearls on record saying they want a game where you can use your old books, I am not even sure there is going to be much of an assumed "core."</p><p></p><p>Or rather, there's going to be a lot of different ways to do a "core." </p><p></p><p>Ability scores might be rolled, or they might be point-buy, or they might just be bonuses assigned at character creation.</p><p></p><p>Attacks and Defenses might be attack vs. defense, or they might be categorical saving throws, or they might be "player rolls all the dice" defenses, or they might just be "roll a d20 and get more than 10." </p><p></p><p>I think what lies at the core is much more likely to be concepts than mechanics.</p><p></p><p>"You play an adventurer in a fantasy world. So do your friends. There are dangerous monsters in the world. There are vulnerable townsfolk in the world. The DM is the judge and facilitator. You roll dice to try to do things that you might fail at."</p><p></p><p>That will already create some guidelines for the rules (no, don't expect detailed farming mechanics, or rules for how to fly starships), but it leaves the door pretty wide open, and there is cause to think they might actually want to leave it THAT open. </p><p></p><p>I think folks are thinking way too small and specific about this. If everything is optional, from class to race to XP advancement to preferred resolution mechanics, the possibilities are pretty huge.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5779310, member: 2067"] With Mearls on record saying they want a game where you can use your old books, I am not even sure there is going to be much of an assumed "core." Or rather, there's going to be a lot of different ways to do a "core." Ability scores might be rolled, or they might be point-buy, or they might just be bonuses assigned at character creation. Attacks and Defenses might be attack vs. defense, or they might be categorical saving throws, or they might be "player rolls all the dice" defenses, or they might just be "roll a d20 and get more than 10." I think what lies at the core is much more likely to be concepts than mechanics. "You play an adventurer in a fantasy world. So do your friends. There are dangerous monsters in the world. There are vulnerable townsfolk in the world. The DM is the judge and facilitator. You roll dice to try to do things that you might fail at." That will already create some guidelines for the rules (no, don't expect detailed farming mechanics, or rules for how to fly starships), but it leaves the door pretty wide open, and there is cause to think they might actually want to leave it THAT open. I think folks are thinking way too small and specific about this. If everything is optional, from class to race to XP advancement to preferred resolution mechanics, the possibilities are pretty huge. [/QUOTE]
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The basic logic at the heart of 5E design - core, modular, etc
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