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<blockquote data-quote="Shiroiken" data-source="post: 7996658" data-attributes="member: 6775477"><p>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. </p><p></p><p>As for an actual modular setup... it already exists. 5E is by far the easiest edition to homebrew (except maybe OD&D), where you can add a lot of cool things onto the existing chassis. The latest UA showed that some class modularity could work, allowing a potential "fix" to classes that people don't currently enjoy. A book that added to some of that would be a good option for the next player book, with perhaps a few modular options on the DM side (as XGtE did for traps, downtime, magic items, etc.).</p><p></p><p>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.</p><p></p><p>Side note: totally agree on Medicine. I removed the Healer's Kit ability and made the stabilization check have disadvantage if a kit wasn't used. This has made Medicine a more useful skill and Spare the Dying worth taking.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7996658, member: 6775477"] 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. As for an actual modular setup... it already exists. 5E is by far the easiest edition to homebrew (except maybe OD&D), where you can add a lot of cool things onto the existing chassis. The latest UA showed that some class modularity could work, allowing a potential "fix" to classes that people don't currently enjoy. A book that added to some of that would be a good option for the next player book, with perhaps a few modular options on the DM side (as XGtE did for traps, downtime, magic items, etc.). 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. Side note: totally agree on Medicine. I removed the Healer's Kit ability and made the stabilization check have disadvantage if a kit wasn't used. This has made Medicine a more useful skill and Spare the Dying worth taking. [/QUOTE]
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