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General Tabletop Discussion
*Pathfinder & Starfinder
The Problems With Modularity
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<blockquote data-quote="Tony Vargas" data-source="post: 5812760" data-attributes="member: 996"><p>It's a wonderful idea. Like World Peace. </p><p></p><p>It's just impossible to achieve, is all. </p><p></p><p>Nod. You also end up just sort of 'rearanging deck chairs' to customize such a character. Basic attacks only do so much, so balancing specials with them means the specials rarely hit, or do little damage, and still don't do all that much (trip, grab, etc). </p><p></p><p>In the meantime, that's supposed to be balancing with the fireball & lightning bolt (and Sleep and Wish) 1e-style vancian magic-user.</p><p></p><p>From the little we've heard about DDXP, I don't think it's '1e simple,' exactly. For one thing, 1e /wasn't/ simple, it has varied sub-systems that gave it a lot of complexity. What often was simple was the way DMs worked around the inconsistency and holes in the system. The 'mother may I' style that the 5e playtest used is one of those work-arounds - the player (or caller) describes each action, the DM describes the results, calling for rolls and deciding if they succeed more or less at his whim. Ironically, it's functionally a lot like the 4e last-resort, the 'just say yes' style of 'p42' that we 4vengers are always wrapping ouselves in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> The main difference is you don't need it every round. Presumably, as you add modules, those modules will give you more options that work out of the box, without DM intervention. </p><p></p><p>Well, that, too, hinges on the more complex options and basic options being genuinely balanced. If they are, the DM can use simple or complex monsters, basic or involved tactics, long or short days, etc - and it won't matter.</p><p></p><p></p><p>One of the dangers of complexity, yes. A modular system, by it's very nature, is even more complex than the sum of it's modules.</p><p></p><p>True. The basic system also sounds like one that leans heavily on the DM. Not so much on time and effort as on personality, experience and talent. </p><p></p><p>Really, it sounds like Core 5e is being designed as a system that will perform brilliantly under a brilliant DM. I has some company in that - every game ever published. You can't make a game so bad that a good enough DM can't make it rock, even if that means throwing it away and running freestyle with the odd die roll as a fig leaf.</p><p></p><p>I guess 'something for everyone' isn't for everyone... ;P</p><p></p><p>Seriously, though, a lot of game have innovated and surpassed D&D in various legitimate measures of quality, and they've mostly gone out of print. Being what D&D has been in the past obviously worked, then. 5e can't just be a re-print of 1e or anything, but it can aproximate, not the game 1e was, but the game more successful DMs turned it into in the process of working around its problems.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5812760, member: 996"] It's a wonderful idea. Like World Peace. It's just impossible to achieve, is all. Nod. You also end up just sort of 'rearanging deck chairs' to customize such a character. Basic attacks only do so much, so balancing specials with them means the specials rarely hit, or do little damage, and still don't do all that much (trip, grab, etc). In the meantime, that's supposed to be balancing with the fireball & lightning bolt (and Sleep and Wish) 1e-style vancian magic-user. From the little we've heard about DDXP, I don't think it's '1e simple,' exactly. For one thing, 1e /wasn't/ simple, it has varied sub-systems that gave it a lot of complexity. What often was simple was the way DMs worked around the inconsistency and holes in the system. The 'mother may I' style that the 5e playtest used is one of those work-arounds - the player (or caller) describes each action, the DM describes the results, calling for rolls and deciding if they succeed more or less at his whim. Ironically, it's functionally a lot like the 4e last-resort, the 'just say yes' style of 'p42' that we 4vengers are always wrapping ouselves in. ;) The main difference is you don't need it every round. Presumably, as you add modules, those modules will give you more options that work out of the box, without DM intervention. Well, that, too, hinges on the more complex options and basic options being genuinely balanced. If they are, the DM can use simple or complex monsters, basic or involved tactics, long or short days, etc - and it won't matter. One of the dangers of complexity, yes. A modular system, by it's very nature, is even more complex than the sum of it's modules. True. The basic system also sounds like one that leans heavily on the DM. Not so much on time and effort as on personality, experience and talent. Really, it sounds like Core 5e is being designed as a system that will perform brilliantly under a brilliant DM. I has some company in that - every game ever published. You can't make a game so bad that a good enough DM can't make it rock, even if that means throwing it away and running freestyle with the odd die roll as a fig leaf. I guess 'something for everyone' isn't for everyone... ;P Seriously, though, a lot of game have innovated and surpassed D&D in various legitimate measures of quality, and they've mostly gone out of print. Being what D&D has been in the past obviously worked, then. 5e can't just be a re-print of 1e or anything, but it can aproximate, not the game 1e was, but the game more successful DMs turned it into in the process of working around its problems. [/QUOTE]
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