D&D 5E Where are the Dials and Levers?

I have to say, though, that I would not consider the majority of these to be "dials and levers" in the traditional RPG sense.
A lever is a binary option - you can either use the rules for marking, or you can not use them. A dial is something with multiple settings - a long rest can take one hour, or eight hours, or one week.

There are definitely more levers than there are dials, though, and most of the levers control things that will never come up either way.
 

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Ok, lets try this again:

-Optional downtime activities (DMG pg 128)
--Building a stonghold (DMG pg 128)
--Carousing (pg 128)
--Crafting a magic item (DMG pg 128)
--Gaining Renown (DMG pg 129)
--Performing Sacred Rituals (DMG pg 129)
--Running a business (DMG pg 129)
--Selling magic items (DMG 129)
--Sowing rumors (DMG 130)

-Buying and selling magic items (more general then above, DMG pg 135)

-Magic item formulas (DMG 141)

-Alternate rewards (DMG 227)
--Supernatural gifts (DMG 227)
--Marks of prestige (DMG 228)
--Epic boons (DMG 231)

-Using the dice (a dial! DMG 236)

-Adjudicating areas of effect (TotM option, DMG 239)

-Handling mobs (DMG 250)

-Chases (DMG 252)

-Madness (DMG 258)

-Eladrin and Aasimar (DMG 286)
 

Great list of the optional rules in 5E, and very useful!

I have to say, though, that I would not consider the majority of these to be "dials and levers" in the traditional RPG sense. More like a large selection of disconnected optional plug-ins. Which is good, but in a different way to dials/levers. Particularly as many of them seem to have been developed "in a vacuum", i.e. without thought for how they might combine with the others.

I'd loved to have seen the optional rules all properly called out and listed (with some sort of identifier - i.e. Optional Rule #23 or whatever), and then some templates constructed for different game styles.

Did they ever say whether they were intending to put in "proper" tactical combat, or whether this is as far as they're interested in going?


I have to agree. While I love the list of options it feels like it falls short of a clear or systematic way to frame modularity. To me, it seems like a missed opportunity to sell the open nature of the system. To put in another way, I play with two groups: one 5e campaign who are happy with basic/standard things and one that is sticking with 4e (despite many of the things they like being present in 5e in one way or the other, but not overt).

I was hoping the basic/standard/advanced would be used to frame the options is a more coherent way - but it seems given the WOTC's limited release schedule, this is not going to be the case.
 

What I find amazing - I mean, beyond that big honkin' list that Remathilis built - is that there's one very obvious dial that isn't there. It's so obvious that even Pathfinder, not usually known for its modularity, hit it.

Variable level-advance rates.

Easy to houserule, I know, but I was expecting at the very least a slow-medium-fast advancement setup similar to PF.

Lan-"it's way less overall work to just change the advance chart once than to put a blanket modifier on every batch of awarded xp"-efan
 

A lever is a binary option - you can either use the rules for marking, or you can not use them. A dial is something with multiple settings - a long rest can take one hour, or eight hours, or one week.

There are definitely more levers than there are dials, though, and most of the levers control things that will never come up either way.

Hmmmm, I've always thought of things that were binary as switches, not levers.

To me, it was:

1) Plug-in - Independent bit of rules that doesn't replace other rules (typically), but merely adds complexity to them and doesn't really consider other plug-ins, levers, etc.

2) Switch - A binary option - either this OR that. Either MP OR spell slots, for example. Either single-classing OR multi-classing.

Switches and plug-ins are often very similar and can be hard to delineate, so I typically call them "plug-in" thanks to FUZION and the like (was it FUZION? Something of that era, I suspect). There's also definitely a question as to whether a lever with only two options is a lever or a switch. I think if it easily could have more options, maybe it is fair to call it a lever. I do think it has to replace rules, rather than add to them, to count as either, though.

3) Lever - A set of choices, of which you could only select one, but which might all be completely different in nature (a 5E example is XP gain methods - you can only really have one, but they're just totally different beasts, not faster/slower).

4) Dial - Something which was a matter of degree, not so much of different choices. An example would be XP gain RATE as described by Lanefan below. Another might be the "natural" rate of recovery from injuries. Or as you say, the long-rest duration.

I'm not saying you're "wrong", just that my understanding of the usage of the terms was different. 5E certainly does have levers and dials, just less of them than I'd expected.

You can also create what might be called dials or templates by packaging other optional rules, which is what I was surprised to see was missing in 5E.

I was hoping the basic/standard/advanced would be used to frame the options is a more coherent way - but it seems given the WOTC's limited release schedule, this is not going to be the case.

Indeed, and that's rather disappointing. It doesn't seem like we'll see any actual rules-oriented books ever again (which will cheer some, I'm sure, but every decision cheers someone!), which would be the primary ways to deliver coherent options. If it's all going to be piecemeal "AP + AP-related playerbook", it's likely to remain very incoherent.
 

From my estimation:
Lever and Switch are the same thing - binary option - two settings - add it in or not.
Dial is a series of rules that are dependent upon themselves where only one of them being turned on makes any sense.

Rules module (something that we have not seen yet???): A series of dial and lever choices that were developed together to give the game a particular feel.

Variant: something that your DM will likely allow if you ask but don't assume it is in play. It only probably is in play. I want to use the gladiator (entertainer background), answer is yes you can.
Option: DM says we are playing with this option up front. Like we are using feats and multiclassing.

Option/Variant by extension: another option or variant that is dependent on the inclusion of a certain option, example variant human with inclusion of feats.

Add on: content that is considered to be in the core that is brought out in future books.

Where are the rules modules? The way they discussed them leading up to the release I thought they would be a major piece of the game.
 

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