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General Tabletop Discussion
*Dungeons & Dragons
What will 5E's defining sub-system be?
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<blockquote data-quote="Mercurius" data-source="post: 5812935" data-attributes="member: 59082"><p>It seems to me that over the last few editions of D&D, there has been a major sub-system (or two) for each that defined the game, both as different from its predecessor but also just as a game in and of itself. Let's take a look...</p><p></p><p>The major new sub-system in 3E was <strong>feats</strong> - sure, there were other innovations, from defenses to BAB to, of course, the basic d20 mechanic itself. But if there is one rules sub-system that truly characterized what made 3E different from the edition that came before (in this case, 2E) and exploited the potential of the system, then it was feats (IMO).</p><p></p><p>For 4E, I would say it was <strong>powers</strong> which, more than any other new aspect to 4E, defined the edition's distinctive quality.</p><p></p><p>Going back a bit, it is hard to say for 2E--especially considering that I haven't played it in 15 years--but I would say <strong>kits</strong>. We could also say <strong>non-weapon proficiencies</strong> but, if I remember correctly, they crept into the later years of 1E. 1E is a bit trickier; as a descendent of OD&D, which I've never played, I don't feel qualified to make a guess.</p><p></p><p>So what about 5E? My guess is that it will be <strong>themes. </strong>Yes, themes existed in 4E, but not in the same way or with the same edition-defining impact that it seems they will have in 5E. We could also say "modular options" but that would be too vague and isn't a specific sub-system but more of an overall design approach and, we could say, themes will exemplify the potential of the modular system by adding a third major defining factor in character creation (along with race and class).</p><p></p><p>So we have:</p><p>2E - kits</p><p>3E - feats</p><p>4E - powers</p><p>5E - themes</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5812935, member: 59082"] It seems to me that over the last few editions of D&D, there has been a major sub-system (or two) for each that defined the game, both as different from its predecessor but also just as a game in and of itself. Let's take a look... The major new sub-system in 3E was [B]feats[/B] - sure, there were other innovations, from defenses to BAB to, of course, the basic d20 mechanic itself. But if there is one rules sub-system that truly characterized what made 3E different from the edition that came before (in this case, 2E) and exploited the potential of the system, then it was feats (IMO). For 4E, I would say it was [B]powers[/B] which, more than any other new aspect to 4E, defined the edition's distinctive quality. Going back a bit, it is hard to say for 2E--especially considering that I haven't played it in 15 years--but I would say [B]kits[/B]. We could also say [B]non-weapon proficiencies[/B] but, if I remember correctly, they crept into the later years of 1E. 1E is a bit trickier; as a descendent of OD&D, which I've never played, I don't feel qualified to make a guess. So what about 5E? My guess is that it will be [B]themes. [/B]Yes, themes existed in 4E, but not in the same way or with the same edition-defining impact that it seems they will have in 5E. We could also say "modular options" but that would be too vague and isn't a specific sub-system but more of an overall design approach and, we could say, themes will exemplify the potential of the modular system by adding a third major defining factor in character creation (along with race and class). So we have: 2E - kits 3E - feats 4E - powers 5E - themes What do you think? [/QUOTE]
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