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Herobizkit: In this topic we talk about having Modern rules in 5e Style, not about having a simple Copy and Paste from d20 Modern.
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Yaarel: My Wizard example was a demonstration of use of what we might simply call "Re-flavoring" or "Reskin". You don't need necessarly to have new rules to play a different flavor. If you consider only the mechanic part of a rule, you can assign it all the flavor you
want (
will is a fondamental part of this solution; only if a player/DM
want to see the same mechanics with different perspective, he/she can play them with different flavors). "Spell", "Wizard", "Ranger", "Magic Item", "Divine Magic", "Elf"
are only names. If you consider only the mechanics, you have the Generic System you're searching for and you can reshape this mechanics with all the Flavors you want. Like I said, you need to
want that.

Of course, re-flavoring is not an exhaustive solution, but it is a very useful one to resolve many of the needs of a group.
It's right to ask more rules, but at the same time you have to remember that, unfortunately, not everything can be had.
Between the utopic perfection and real not perfect rules, I choose the second ones: at least this last are rules that I can use.
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To all of you: You want more Classes, more options, more Modern or Futuristic D&D 5e rules?
Thant's why you have to make your voice heard and dimostrate to WotC that you want D&D 5e Modern rules.
I know lot of you prefer to have a true d20 Modern new Edition, but that's it's nearly impossibile, sure for now.
D&D 5e Modularity is the best opportunity we can have, for more than one reason:
1) For WotC writing brand new d20 Modern Core Books is a cost that she currently does not take into account. Design individual Modules is more profitable for them.
2) Modularity for us is an opportunity to play different things using the same system. If you need to mix things, like playing Science fantasy or Urban Fantasy, in a Modular RPG you need only to select different Modules of the same game, instead of trying to match the rules of two completely different games with each other. If this is already a typical advantage of a modular game, D&D 5e guarantees another one thanks to its highly simplified system: obtaining rules of different flavors is more simplier with D&D 5e.
3) Economically speaking, D&D 5e Modularity is more convenient even for us. D&D 5e Core books have shown us how much can cost buying whole new Core Books. New d20 Modern Core books would cost as much as the D&D 5e ones. What is the real benefit of having books completely separated from each other? It is much more convenient to have just one game, with a single system, in which modules are created to ensure rules of different flavors. Why be forced to buy completly new Core Books, when we can just add to the 3 D&D Core Book only one or few more Modules? I know, some of you would play only with Modern rules. But what if some groups would mix things up between them? What if players would mix Fantasy Rules with Modern ones?
Paying for 1 game is always better than be forced to pay for 2.
4) Having two or more different RPGs implies DMs and/or players will have a greater psychological difficulty in mixing the rules of the 2 RPGs. If you have two different RPG, wou will continue to see them like two different games and play them separately. It is no coincidence, in fact, if today many players argue that D&D is D&D, while d20 Modern is D20 Modern, two different games. It is no coincidence that most people think the 2 RPGs must be played as two separate games, even despite the two use the same identical system (the old d20 system).
Having two different RPG it makes difficult for players to conceive the possibility of using the rules of both games in the same campaign.
In contrast, being able to rely on different Modules of the same RPG allow players to mix them easily, without any psicological barrier.
Having a modular RPG allow to pay less, to have rules of various types in the same game and to mix them with less difficulty.