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What would 5E be like if the playtest's modularity promise was kept?
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<blockquote data-quote="dave2008" data-source="post: 8642638" data-attributes="member: 83242"><p>Thinking about [USER=7031770]@Ondath[/USER] 's OP question a bit, I thin 5e would look very different if it truly embraced the type of modularity suggested by Monte. The trick is to design a very rigid system that allows things to be plugged-in or pulled out while giving the appearance of things working different, yet mathematically all working the same. That is too big an ask for me at the moment, but I can vaguely feel how it might work. </p><p></p><p>Another issue is you can't do this 100% for each edition. So you need to find what % is needed to make a play-style feel like a particular edition. Then you need your modular system to be able to achieve that % for each edition, at the same time, at the same table. I am not sure that is possible, but it is an interesting challenge.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8642638, member: 83242"] Thinking about [USER=7031770]@Ondath[/USER] 's OP question a bit, I thin 5e would look very different if it truly embraced the type of modularity suggested by Monte. The trick is to design a very rigid system that allows things to be plugged-in or pulled out while giving the appearance of things working different, yet mathematically all working the same. That is too big an ask for me at the moment, but I can vaguely feel how it might work. Another issue is you can't do this 100% for each edition. So you need to find what % is needed to make a play-style feel like a particular edition. Then you need your modular system to be able to achieve that % for each edition, at the same time, at the same table. I am not sure that is possible, but it is an interesting challenge. [/QUOTE]
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What would 5E be like if the playtest's modularity promise was kept?
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