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What would 5E be like if the playtest's modularity promise was kept?
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<blockquote data-quote="Helldritch" data-source="post: 8641046" data-attributes="member: 6855114"><p>Ok, in all good faith, we have to admit that 5ed does bring a bit of modularity. But as with everything in life, the devil's hidden in the details.</p><p></p><p>Look at the book we had. PHB, MM and DMG.</p><p>Already we are told from the get go that magical items and feats are optional in the PHB.</p><p>The DMG brings us a load of "optional" rules to tweak the game to our preferences.</p><p>You do not like healing overnight? Fine, use gritty realism.</p><p>You do not want to have 6-8 encounters per day? Fine use alternate rest rules. This way, the narrative side will take over the Rolls... I even know about a table that use a day for a short rest, a week for long rest but all HP are recovered overnight. </p><p>And so on with many variations and choices unique to each tables but everything is according to the "official" rules.</p><p></p><p>But even the splat books brought us some additional rules, all optional, to the game.</p><p>GGR brought us a nice complementary approach to guilds and organisations and how they could serve in helping the players. From magical trinkets and items to services.</p><p>Acquisition inc brought us some nice stuff about how and adventuring guild might work.</p><p>Some adventures brought us a few rules, tweaks and so on to add to our games.</p><p>Theros brought us the mythical treatment on BBEG creature type. And that one was really good IMHO.</p><p>Eberron gave us the Artificer, dragon marks and so on.</p><p></p><p>And the list can go on and on and on...</p><p></p><p>The true lack of modularity in 5ed is in the class system itself. Some classes feel like they were rushed and are in needs of tweaking from the get go. I look at you too, Beast Master, Sorcerers and Monks (especially the 4 element one). And the little tweaks were easy to find (well, for my tables at least) that I am surprised that IF they were truly tested, that these tweaks were not found or that the evident weaknesses of these classes did not appear in the play tests...</p><p></p><p>What would have worked would have been more choices in leveling up. Ok I am a wizard, evocation. My first choice in powers is either sculpt spells, a bonus to hit with evocation cantrip or to specialize in an element like fire, water etc... doing +1d4 damage with that element. The Totem Warrior in the barb class does this but the choices are hardly equal in values at all levels.</p><p>Also, more choices at different levels would also have helped a lot. </p><p></p><p>And lastly... Bards should never have been full casters. Never.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8641046, member: 6855114"] Ok, in all good faith, we have to admit that 5ed does bring a bit of modularity. But as with everything in life, the devil's hidden in the details. Look at the book we had. PHB, MM and DMG. Already we are told from the get go that magical items and feats are optional in the PHB. The DMG brings us a load of "optional" rules to tweak the game to our preferences. You do not like healing overnight? Fine, use gritty realism. You do not want to have 6-8 encounters per day? Fine use alternate rest rules. This way, the narrative side will take over the Rolls... I even know about a table that use a day for a short rest, a week for long rest but all HP are recovered overnight. And so on with many variations and choices unique to each tables but everything is according to the "official" rules. But even the splat books brought us some additional rules, all optional, to the game. GGR brought us a nice complementary approach to guilds and organisations and how they could serve in helping the players. From magical trinkets and items to services. Acquisition inc brought us some nice stuff about how and adventuring guild might work. Some adventures brought us a few rules, tweaks and so on to add to our games. Theros brought us the mythical treatment on BBEG creature type. And that one was really good IMHO. Eberron gave us the Artificer, dragon marks and so on. And the list can go on and on and on... The true lack of modularity in 5ed is in the class system itself. Some classes feel like they were rushed and are in needs of tweaking from the get go. I look at you too, Beast Master, Sorcerers and Monks (especially the 4 element one). And the little tweaks were easy to find (well, for my tables at least) that I am surprised that IF they were truly tested, that these tweaks were not found or that the evident weaknesses of these classes did not appear in the play tests... What would have worked would have been more choices in leveling up. Ok I am a wizard, evocation. My first choice in powers is either sculpt spells, a bonus to hit with evocation cantrip or to specialize in an element like fire, water etc... doing +1d4 damage with that element. The Totem Warrior in the barb class does this but the choices are hardly equal in values at all levels. Also, more choices at different levels would also have helped a lot. And lastly... Bards should never have been full casters. Never. [/QUOTE]
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What would 5E be like if the playtest's modularity promise was kept?
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