Something to note, the original "modularity" concept was a delusional fantasy. Our very experienced group (who all participated in the playtest) discussed it at length, and couldn't come up with a method that would work the way they claimed they could provide (characters using different rules at the same table). I think this is why the original modularity option never arose.We have crossed the 5 year line, the rules are stable so where to now? My thought would be to revisit an undelivered goal from the beginning modularity. The recent UA that provided alternate class features showed that modular rule packs can be used to alter the game system without undue damage to the game. Th DMG with it's scattered modules of varied value was not enough for many and there are several attempts in it that could use polishing.
This is where you lose me. One of the great successes of 5E has been its simplicity. Having some modular options is one thing, but it's also very easy to go too far the other way into the splatbook territory. I don't expect anything naval related again from WotC, since the necessary rules were already provided. I suspect that planar themed things will exist when/if they ever make a Manual of the Planes or Sigil campaign/AP. Same with psionics with Dark Sun (assuming they ever figure out how they want it to work). Almost everything else is likely going to be regaled to the DMGuild, which is its purpose after all.Books with this sort of idea could be set by theme and carry both GM an player materials which is something the designers stated early on is there preference so each book would have a wider audience. Examples could be a book that goes into damage and healing. Detailing various systems for taking and healing damage. Alternate class features for healing. Extensions to medicine skill as well as healers kits and herbalist kits. Diseases and poisons could be made more prominent in game. Then of course some spells and feats. many have clamoured for Naval matters to be looked at and Ghosts of Saltmarsh didn't scratch the itch. Some want some strongly the planar themed rules/abilities. There are so many things in 5e that have only been lightly touched or left alone and I believe we are at the point in 5e that the designers can be more explorative with mechanics and the material. Thoughts?
Oh I don't care if it replaces it or not. I mean I already ignore the Ranger in the PHB as it is lol. Honestly, I've already found a far superior concept of what I think the Ranger is than the PHB Ranger anyway....the Rogue with the Scout subclass. Not perfect, but I've always seen the Ranger as the ambush/guerilla-style type anyway (as far as their approach to combat is concerned, since a hefty helping of their class abilities through the editions I played, 1e/2e/3e/PF, supported that approach).
I mean sure, they've had spells since 1e, but they always felt very much tacked on and have always felt remarkably out of place on the ranger (to me anyway). Their approach to the spell-less ranger a while back was also eye-rollingly silly....they just replaced the spells with brewing potions that did many of the same things the spells did. They seem determined to ignore the fact the ranger has far more in common with a rogue than with a druid as far as the overall feel of the class suggests (granted that is exceptionally and entirely subject to one's own perspectives).
I've always saw the D&D as a go between between nature and civilization. Therefore they would need magic to future that relationship and hunt/kill those who wont submit. You need magic to talk to animals and plants and to hunt invisible/flying/swimming monsters.
That's why I really hope for a book with more unique and exclusive spells for Bards, Rangers, Paladins, and Warlocks to emphasize their base role.
To war old friend, to war!where to now?
OK, you have my complete attention.We have crossed the 5 year line, the rules are stable so where to now? My thought would be to revisit an undelivered goal from the beginning modularity.
They don't have to be entire books, for one thing. They could be more like old-school adventure modules in size - you could have a 32-page booklet on damage and healing, another on psionics, another on planar-themed stuff (maybe that one would have to go to 48 pages!), another on initiative and combat-timing variants, and so forth.The recent UA that provided alternate class features showed that modular rule packs can be used to alter the game system without undue damage to the game. Th DMG with it's scattered modules of varied value was not enough for many and there are several attempts in it that could use polishing. Books with this sort of idea could be set by theme and carry both GM an player materials which is something the designers stated early on is there preference so each book would have a wider audience. Examples could be a book that goes into damage and healing. Detailing various systems for taking and healing damage. Alternate class features for healing. Extensions to medicine skill as well as healers kits and herbalist kits. Diseases and poisons could be made more prominent in game. Then of course some spells and feats. many have clamoured for Naval matters to be looked at and Ghosts of Saltmarsh didn't scratch the itch. Some want some strongly the planar themed rules/abilities. There are so many things in 5e that have only been lightly touched or left alone and I believe we are at the point in 5e that the designers can be more explorative with mechanics and the material. Thoughts?