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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Were people's expectations of "Modularity" set a little too high?
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<blockquote data-quote="Argyle King" data-source="post: 6000966" data-attributes="member: 58416"><p>For me, the issue I'm seeing is that it appears as though the core is still geared very heavily toward a certain ideal about how to play the game. I think that might make adding modules which seek to emulate a different ideal difficult. So, for me, the lack of options isn't where I'm being confused by what exactly modularity will mean for D&D 5E; instead, looking at what is currently there makes me feel as though certain things which should be a certain way in the core so as to allow more modularity later aren't there, and there doesn't seem to be any sign that those things will be there.</p><p></p><p>I do understand it is early in the playtest process. As such, I do expect that -right now- the process will be focused on getting a few things right. I completely understand that means some of the modularity might not crop up until later. However, there are a few areas where I feel as though I have a pretty good idea of what the design's intent is for later on down the road, and I'm not so sure I like the direction. I feel as though there are a few areas where the game is starting to move away from some of the original versions of ideas which had me excited. </p><p></p><p>I'm not completely negative though. There are some things which I feel are good. The combat dice for fighters was -I feel- a step in the right direction. That being said, one of my initial concerns about the description of the idea seems to be coming true; that being what I called "numbers creep" in a post elsewhere. I feel as though the idea of bounded accuracy might not make it into the game as much as I had hoped.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6000966, member: 58416"] For me, the issue I'm seeing is that it appears as though the core is still geared very heavily toward a certain ideal about how to play the game. I think that might make adding modules which seek to emulate a different ideal difficult. So, for me, the lack of options isn't where I'm being confused by what exactly modularity will mean for D&D 5E; instead, looking at what is currently there makes me feel as though certain things which should be a certain way in the core so as to allow more modularity later aren't there, and there doesn't seem to be any sign that those things will be there. I do understand it is early in the playtest process. As such, I do expect that -right now- the process will be focused on getting a few things right. I completely understand that means some of the modularity might not crop up until later. However, there are a few areas where I feel as though I have a pretty good idea of what the design's intent is for later on down the road, and I'm not so sure I like the direction. I feel as though there are a few areas where the game is starting to move away from some of the original versions of ideas which had me excited. I'm not completely negative though. There are some things which I feel are good. The combat dice for fighters was -I feel- a step in the right direction. That being said, one of my initial concerns about the description of the idea seems to be coming true; that being what I called "numbers creep" in a post elsewhere. I feel as though the idea of bounded accuracy might not make it into the game as much as I had hoped. [/QUOTE]
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Were people's expectations of "Modularity" set a little too high?
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