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12 months ago ::
Jul 12, 2012 - 1:02PM
#41
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I don't get why it bothers people if something is or is not a module.
I have a reason that you can probably get. So far, we have seen no evidence that modules can alter something that is core. Furthermore, quotes like these have started to pile up.
A rules module is an additional set of rules that can be laid on top of the core rules.
In general, we would like it if the vast majority of our character content worked with any rules module, so that players can just build their characters and then sit down to play. Likewise, we would like it if the DM could implement a rules module and not have to worry about how it interacts with the player character rules. This is why it's so important for us to develop a simple, streamlined and clean core rules system: it becomes the central translator for everything that appears in the game. If everything works with the core rules, the core rules make sure everything works together.
These quotes are not specific enough, but their language implies (when taken together) that modules cannot change the elements found in the core. I believe they can, simply by saying "this rules replaces X core rule," but it remains to be seen if WotC will do that. I was quick to dismiss concerns that modules wouldn't be able to alter the core rules after seeing that first quote. However, the second quote seems to reinforce the notion that modules will not alter core.
If this is how WotC actually plans to handle modules, then they have screwed the pooch on the whole modularity concept, and the need for something to be supported in core becomes very real.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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12 months ago ::
Jul 12, 2012 - 1:04PM
#42
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One thing to realize about modules is that they are such often because of complexity. The norm as I see it is a 1e/2e baseline because it is simplist and then 3e/4e options as modules. I don't get why it bothers people if something is or is not a module. It's almost like they think core is somehow better than a module. This is demonstrably not true and the devs have said that they expect some modules to be the default. Core is just simplist. The majority though do not want simple in all cases. It is still easier in most instances to add in complexity rather than remove it.
Since 3e and 4e are about equally divided right now (and even if it is 60/40 or 40/60 my point is still valid) we have to expect that we are not going to get our options as the default in all cases.
Now we haven't seen enough right now so future playtests will likely reveal that all of us didn't get something in core that we prefer. Core =/= players handbook as I've said and others including the devs have said until blue in the face. That's no big deal to me. You do realize that skills are not core. Everything is an ability score check. Do you really think the majority won't use skills?
Well said. Even though themes (and thus feats) are 'optional' (as in, 'not core'), I think it's safe to say most players will use them. There's too much prejudice against the proposed modularity in these forums.
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12 months ago ::
Jul 12, 2012 - 1:10PM
#43
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Well said. Even though themes (and thus feats) are 'optional' (as in, 'not core'), I think it's safe to say most players will use them. There's too much prejudice against the proposed modularity in these forums.
It's not prejudice, so much as it is cynicism.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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12 months ago ::
Jul 12, 2012 - 1:38PM
#44
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Date Joined:
Aug 13, 2007
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These quotes are not specific enough, but their language implies (when taken together) that modules cannot change the elements found in the core. I believe they can, simply by saying "this rules replaces X core rule," but it remains to be seen if WotC will do that. I was quick to dismiss concerns that modules wouldn't be able to alter the core rules after seeing that first quote. However, the second quote seems to reinforce the notion that modules will not alter core.
If this is how WotC actually plans to handle modules, then they have screwed the pooch on the whole modularity concept, and the need for something to be supported in core becomes very real.
Probably, they'll still slightly alter what is considered core(I believe the current playtest is already with 1-2 modular rules strapped on), but i believe e.g. the limited healing will be there even if they do make a module for tactical play.
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12 months ago ::
Jul 12, 2012 - 1:52PM
#45
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Date Joined:
Apr 23, 2009
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I realize people tend to cynicism. I have also read those posts. You would have to agree that if core could not be changed then we would all want it to be as simple as possible. Still with the skill example. Using skills is a change. It changed the way I resolve certain situations from an ability score check to a skill check. So to me that is changing core. Maybe the devs do not consider it a change to core. If they say core will not change at all then I'd have to say they can't believe skills are a change.
To me any change is a change. Using feats or not using feats is a change. Complex tactical module vs narrative module are very different. They both can't be core. The other will be a change.
So I wouldn't worry about the devs lack of clarity on this. They really can't even do modules unless some change is possible. They may have some high standard concerning what change is or (better still) they've been thoughtless in answering a few questions.
A second form of modularity are the classes. They are all modules. As are the monsters. DMs can include or exclude them from their campaigns at will. So its not unreasonable to say that if you don't like the Vancian wizard you can drop it. I'm also for pulling the flavor out of the classes and making them more abstract and pushing the flavor into other areas like themes and backgrounds. That way you can play the Sorcerer mechanic with the studious scholarly theme.
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12 months ago ::
Jul 12, 2012 - 2:38PM
#46
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Date Joined:
Oct 17, 2007
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I have no illusion on the scope of the modularity: I never believed for a moment that it meant being able to change any part of the system. And in truth I don't particularly care about it: what I'm more interested in is customisation, meaning having a robust system which, upon following simple guidelines, can be tweaked (not foundamentally changed) to suit different preferences and play styles.
4E is very customisable, because it is built on a solid foundation (house ruling it is generally very smooth and, unless done heavily or without any judgement, it won't have unwanted knock on effects). And because of that it has proven to be very much, well, modular: think about how Psionics were integrated, think about the Essentials classes, think about hybrid classes - the system managed to hold together all along.
But I don't want DDN to be a 4E retroclone: I want it to be a good game based on a clever and solid design. So far it doesn't appear to be particularly impressive (but neither particularly bad) on any of those aspects, but time will tell.
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12 months ago ::
Jul 12, 2012 - 2:56PM
#47
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Date Joined:
Apr 22, 2012
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I don't get why it bothers people if something is or is not a module.
I have a reason that you can probably get. So far, we have seen no evidence that modules can alter something that is core. Furthermore, quotes like these have started to pile up.
A rules module is an additional set of rules that can be laid on top of the core rules.
In general, we would like it if the vast majority of our character content worked with any rules module, so that players can just build their characters and then sit down to play. Likewise, we would like it if the DM could implement a rules module and not have to worry about how it interacts with the player character rules. This is why it's so important for us to develop a simple, streamlined and clean core rules system: it becomes the central translator for everything that appears in the game. If everything works with the core rules, the core rules make sure everything works together.
These quotes are not specific enough, but their language implies (when taken together) that modules cannot change the elements found in the core. I believe they can, simply by saying "this rules replaces X core rule," but it remains to be seen if WotC will do that. I was quick to dismiss concerns that modules wouldn't be able to alter the core rules after seeing that first quote. However, the second quote seems to reinforce the notion that modules will not alter core.
If this is how WotC actually plans to handle modules, then they have screwed the pooch on the whole modularity concept, and the need for something to be supported in core becomes very real.
I may be wading in foolishly where angels fear to tread, but I see some interesting points on this forum that cause me to wonder at what people expect/are afraid about from Next. I guess I have a more historical view of all this. I never thought in terms of rules modules in 1e or 2e but it was assumed, and backed up explicitly and implicitly by the core rulebooks, that DMs could pick and choose what they wanted to use and change things how they want. "Homebrew" was assumed, and the fact that different groups/DMs might interpret a rule differently was both obvious and accepted. Only tournament play needed to be anywhere near super-uniform. To switch play groups was to navigate differences, and that was ok (unless you were a stinker of a player or a tyrant DM). But there WAS a simple core that everyone could recognize and that everyone basically used (in fact, Basic D&D). Built on top was a lot of optional stuff that DMs and players largely invented and that they need not use unless they cared to (AD&D). But the core was important and explicitly stated as such by Gygax because it did allow for migration of players from game to game. Gygax didn't make it this way, I think, so much as he realized it WAS that way and should remain that way because that's what players and DMs wanted. That's how the game could remain viable and grow. Read through the 1e rulebooks and it's plain as day that this was an overriding concern.
Somehow in 3e and 4e (and perhaps in the switch from TSR to WOTC) more and more of these optional components became thought of as core rather than as advanced options built on top of the core. It became near impossible to separate anything out that one did not like or did not want to use because it was all entangled within the core. The options became bound up in "Official D&D" rather than being layers on top of "Advanced D&D." I'm starting to think Wizards needs to bring back the marketing tags Basic and Advanced and to do more to highlight what are Tournament rules to regain this synergy. Not that these basic and advanced versions don't exist in 4e in a way, but the names themselves mean something important and make things obvious to DMs and players in a way that apparently has been lost.
It seems to me that what we're playtesting now is Basic, not Advanced so much, but the playtest is probably testing both and I hope that Wizards releases a Basic set that clearly defines the line of demarcation. That will tell us what is core. I'll gladly buy my kids a red or blue box Basic Next just so I can see it... To get back to what I was saying, I think what I and a lot of people miss is not so much 1e or 2e *play* but the 1e and 2e sensibility about the "rules" that *allowed for* that play. I think the designers realize this and are so far doing a good job of bringing that back. I also think most people will see what a huge benefit that will be once finished as their groups can still play something very much like 4e (and maybe improved) while yet picking up some old school stuff that they may find they love if they just try it out.
I like the post that mentioned more abstract terminology in classes and letting players fill in the fluff by themselves or using optional themes and backgrounds to do that. That seems spot on to me.. Seems like some folks think that all 1e wizards and fighters were the same because there weren't a score or more variations on the basic classes and tons of feats to add on top. The truth: people built their own themes and invented feats at the table during play. How else does anyone explain the "classes" we have coming into being? Where did the idea of feats come from? So, kudos to the idea of more abstraction. I was just looking at the 1e rulebooks again and was struck by this very thing -- it's not fluff that's missing from 4e but too constrictive fluff where there used to be abstraction brought to life at the table. Fluff was made in players' and DM's imaginations and then cemented at the table during play. Sometimes fluff you imagined didn't stick, but something else would take its place. This game is alive when played in an open manner.
Not that I advocate getting rid of fluff, but it should be minimalist and designed to open up imaginations, not imagine for us. I think this is very key to Next's success. Extra fluff should be in campaing setting materials for those who want it, particularly flavored to the campaign, rather than flavored in the core rules and then duplicated in the campaign settings. Nentir Vale duplicated in the Realms or anywhere else is not something I'm a fan of.
Anyway, I ramble. I have high hopes for Next and hope that everyone will give it at least an honest try...
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12 months ago ::
Jul 12, 2012 - 3:33PM
#48
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Date Joined:
Jun 21, 2012
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For somebody who prefers the 4E style over other editions of D&D, what has 5E presented to make 4E fans want to play it instead of 4E?
Nothing.
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12 months ago ::
Jul 12, 2012 - 4:35PM
#49
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Date Joined:
Sep 26, 2001
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Nothing so far.
The more nearly promising bits are:
Advantage/Disadvantage: This builds on consolidating 3e's various 'loose dex bonus' conditions into a single, simple Combat Advantage modifier, I suppose it also builds on the popular re-roll ability the 4e elf got. It's only really compelling if there aren't a lot of other modifiers, and there are already some...
'Bounded Accuracy': In a way, this is just the 4e treadmill turned off. Instead of making 'false' progress by gaining attack and defense bonuses in near lock-step with the monsters, you remove all illusion of progress. This should keep attack rolls (and saves) moderate, so there's always a decent chance to hit or miss - and, incidentally, making advantage/disadvantage have a very high impact.
That's really about it. A couple of interesting bits that might have had some potential, if the core game had provided a solid foundation to expand upon.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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12 months ago ::
Jul 12, 2012 - 5:55PM
#50
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Date Joined:
May 24, 2012
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These posts are really off topic. The OP is about what aspects of 5E would make 4E fans want to change over and play it instead of 4E.
I think I invested enough time and effort writing my opinions, and in my views these are valid points. This thread leans closely to being 5E bashing as it is, I thought I would say what made me and my players, all 4E fans and participants, happy. Not all 4E fans want the exact same things, and I took the effort to demonstrate it. If you like easy to understand rules and fast combat that excites without dragging into boredom, you should try Next out. If you like Theater of the Mind- good, it's in the core (not because its supposedly the best option, but because its much more basic that way, and important for the game to work perfectly without a grid for those who don't want to break out the minis every single fight). Maybe you liked 4E for it's balance, but never cared much for a dozen different powers for your fighter, and were relieved when essentials where released. Maybe you like the 4E monster design, but like me, you fiddle with the rules, making them a bit simpler and lowering HP. Personally, I'm a fan of 4E rituals because they fill the void left when vencian spellcasting was left out, due to it being traditionally unbalanced and overpowered. But it felt like magic to me, and the rituals were a nice try. When I read the design articles about spells, I was ecstatic to hear they were planning to bring vencian magic back, but with careful planning so that the wizard won't be taking everybody's lunch mony again.
I do not believe I'm the only 4E fan who thinks that 4E has flaws, that 3E had even bigger flaws, and that 5E seems to be trying to balance the best from both editions through careful planning and much discussion with the fan-base. They took a risk here, please let us not lynch them in return. Believe me, your voice is heard. When someone asks us why should he change editions, my answer is that as of now, 5E has not come out yet! Of course you shouldn't change your game edition for a very preliminary draft of a game still deep in development... I try to give my views, which are somewhat moderate, as of why 4E fans, as well as other d&d players (because we share a lot more then we think), to try the playtest package out, keep an open mind, and see how it goes. But if you thing this is all just off- topic, please say so and I will take my voice elsewhere.
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