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Volo's 5e vs Tasha's 5e where do you see 5e heading?
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<blockquote data-quote="Hussar" data-source="post: 8284075" data-attributes="member: 22779"><p>But, that does speak to where they <em>could </em>go in the future. There's nothing stopping them from producing a crunch heavy supplement that leans much harder on the crunchy side of combat. Say something like So and So's Theories of Warfare - a book of rules for larger scale combat, tactical combat, vehicle combat, running a military style campaign, and I'm sure a handful of other ideas. </p><p></p><p>One doesn't need a new edition for that. And, that's largely what they mean by modular. You certainly don't need Xanathar's or Tasha's to run D&D. You don't need any of the supplements really. None of them particularly tie to any other one, and, if they do, the applicable rules are usually reprinted in the other book. Don't want to use the Tasha's stuff? You certainly don't have to. It's not like Storm King's Thunder is impossible to play without it. In fact, none of the modules need any of the supplements.</p><p></p><p>Now, I do agree that 5e's tactical rules are pretty bad. Not going to argue that. But, again, that doesn't make the game unplayable. It's funny. Back in the day, supplements were not only needed to play - they were actually referenced by other books. Now, you can take or leave a supplement and it doesn't really matter. Don't have Xanathar's? Oh well, guess the downtime rules in the PHB will have to suffice. And, frankly, most of the time, (with some notable recent discussion exceptions) the supplemental rules and the base rules function pretty well. I've almost never had a 5e game grind to a halt because of the rules.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8284075, member: 22779"] But, that does speak to where they [I]could [/I]go in the future. There's nothing stopping them from producing a crunch heavy supplement that leans much harder on the crunchy side of combat. Say something like So and So's Theories of Warfare - a book of rules for larger scale combat, tactical combat, vehicle combat, running a military style campaign, and I'm sure a handful of other ideas. One doesn't need a new edition for that. And, that's largely what they mean by modular. You certainly don't need Xanathar's or Tasha's to run D&D. You don't need any of the supplements really. None of them particularly tie to any other one, and, if they do, the applicable rules are usually reprinted in the other book. Don't want to use the Tasha's stuff? You certainly don't have to. It's not like Storm King's Thunder is impossible to play without it. In fact, none of the modules need any of the supplements. Now, I do agree that 5e's tactical rules are pretty bad. Not going to argue that. But, again, that doesn't make the game unplayable. It's funny. Back in the day, supplements were not only needed to play - they were actually referenced by other books. Now, you can take or leave a supplement and it doesn't really matter. Don't have Xanathar's? Oh well, guess the downtime rules in the PHB will have to suffice. And, frankly, most of the time, (with some notable recent discussion exceptions) the supplemental rules and the base rules function pretty well. I've almost never had a 5e game grind to a halt because of the rules. [/QUOTE]
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