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Switch to Forum Live View Missed opportunities for showcasing modularity
10 months ago  ::  Aug 19, 2012 - 5:39PM #1
Doomjester
Date Joined: Mar 7, 2009
Posts: 82
I can't help but think that this playtest packet could have shown us some modular options.  Two areas which leap instantly to mind are attribute and hit point generation.

It wouldn't have been too hard to give Old School (3d6 play them as they fall), Heroic (4d6, drop one and arrange to taste) and Point Buy options for attributes.

The same goes for HP.  Surely we could have had Hard Core (roll them), Gritty (what we got) and Heroic (add your con score instead of the modifier). 

Unless they mean something different by modularity in design?

What do you all think? Any other areas for modularity?

 
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10 months ago  ::  Aug 19, 2012 - 6:40PM #2
Marandahir
Date Joined: Nov 9, 2008
Posts: 4,226
I don't see why Point Buy or play them as they fall should be any different from how they were in previous editions.  I know I'm doing my abilities point buy 4e style regardless.  I assume WotC will include them but there isn't must need to playtest point buy (and the standard array which they did include (given a tiny bit of modularity there) is one end-point to point buy).

I think play them as they fall has often been a problem of extremely unbalanced abilities, hence why they didn't announce them. 
A great man once said "If WotC put out boxes full of free money there'd still be people complaining about how it's folded." – Boraxe

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10 months ago  ::  Aug 19, 2012 - 6:43PM #3
Zeldafan42
Date Joined: Sep 25, 2008
Posts: 385
Except right now isn't the time for modularity.

Right now, they're mostly trying to test out the core rules, ironing out the bugs.

Once we get the core rules perfected, then they can start giving us modules to test out.
D&D Experience Level: Relatively new
First Edition: 4th
Known Editions: 4th, 3.5
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Magic Experience Level: Fairly skilled
First Expansion: 7th Edition
Play Style: Very Casual
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10 months ago  ::  Aug 19, 2012 - 7:36PM #4
Doomjester
Date Joined: Mar 7, 2009
Posts: 82
I would argue that modularity was one of the core promises they made with this edition.  The only nod that I've seen towards this concept was in packet 1, where they said "for an old school feel, drop themes."  Furthermore, giving use a few ways to do HP or attributes (at least) would stop the people who complain about those things all over these forums.  Or at least change the direction of the complaining.
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10 months ago  ::  Aug 19, 2012 - 8:19PM #5
Darkwolf_Bloodsbane
Date Joined: Sep 19, 2008
Posts: 1,615

Aug 19, 2012 -- 6:43PM, Zeldafan42 wrote:

Except right now isn't the time for modularity.

Right now, they're mostly trying to test out the core rules, ironing out the bugs.

Once we get the core rules perfected, then they can start giving us modules to test out.




I have to disagree here.  From what WotC has been saying, modularity is a core assumption.

Ahh, so THIS is where I can add a sig.

Remember: Killing an ancient God inside of a pyramid IS a Special Occasion, and thus, ladies should be dipping into their Special Occasions underwear drawer.
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10 months ago  ::  Aug 19, 2012 - 9:29PM #6
Alitain
Date Joined: Oct 26, 2008
Posts: 1,999

Aug 19, 2012 -- 8:19PM, Darkwolf_Bloodsbane wrote:

Aug 19, 2012 -- 6:43PM, Zeldafan42 wrote:

Except right now isn't the time for modularity.

Right now, they're mostly trying to test out the core rules, ironing out the bugs.

Once we get the core rules perfected, then they can start giving us modules to test out.




I have to disagree here.  From what WotC has been saying, modularity is a core assumption.




Just because it's going to be part of the game doesn't mean it's something they need to put in now, bogging down things by throwing multiple ways to do HP, classes, whatever.  That's why they need to figure out the baseline for everything.  Modules come as alternate rules to the core rules of the game.  Thus the need to actually figure out the core rules and make sure they work fine.  After that, then they can start throwing out some alternate rules to try out.

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10 months ago  ::  Aug 20, 2012 - 1:27AM #7
Furtivedog
Date Joined: Aug 14, 2012
Posts: 53
I think the problem here is that modularity was absolutely a core promise of Next. Look how many times people try to argue that something is fine because "if you don't like it just wait for the module".

Yeah, the core rules are important. But there's a whole lot of complaints right now that would absolutely be resolved with "here are three ways of determining hit points - deadly, gritty, and heroic" or "here are two different xp progression charts, fast and classic" or even "here are some parts you should add/remove for a more modern/oldschool feel".

Part of the problem with a core system that assumes modules is making sure that the core rules interact well with the modules. Once the game is released, I strongly doubt that each module will then get a playtest period, so it makes a whole lot of sense to start testing ideas for modules now.

Additionally, "modular" doesn't have to mean "buy these addons", it can mean something like GURPS' or FATE's power levels or even just  "here are the peasants (roll 3d6, roll hp), here are the badass normals (4d6 drop lowest and arrange, roll hp+con), here are the superhuman heroes (point buy, max hp), restrict backgrounds and specialties based on power level according to this list." Hell, it can even mean "If you want less powerful casters, drop these spells from the list and restrict wizards to two schools of magic each".

What I was expecting from "modular" was a really simple (think Red Box) core system with lots of optional extras, complete with lists of suggested packages of options so you could "play like AD&D" or "play like 3.5" or "play like 4e". Instead all we've seen is a suggestion (absent from the current package) to drop backgrounds if you don't like them.
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10 months ago  ::  Aug 20, 2012 - 11:52AM #8
volcivar
Date Joined: Feb 16, 2012
Posts: 2
The sorcerer and the Warlock are examples of modularity.  There are some options in the How to Play doc that are further examples.  If you are looking for a big "This is a module" sign, I think that isn't how they are implemented.  They also have 2 more years accoring to thier schedule to develop the game.  Plenty of time to intruduce modules.  They even said that they want to get the core (mostly) done first before many modules are introduced.  Have patience.
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10 months ago  ::  Aug 20, 2012 - 1:51PM #9
MindWandererB
  • Core Coliseum Elder
Date Joined: Apr 23, 2005
Posts: 2,705
In fact, this is absolutely not the time to show us modularity, because this is a playtest, not a preview!  They want us to test particular rules, not tell them which rules look most attractive.

They probably know the HP are on the low side right now, but they want us to test them to see how many of us get killed.  But as for stats, they have 30 years of basically the same stat system, they have a system and options that work, and here there's no need to reinvent the wheel.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book

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10 months ago  ::  Aug 20, 2012 - 3:01PM #10
Zeldafan42
Date Joined: Sep 25, 2008
Posts: 385
Guys, when it gets down to it, all the modularity in the world won't do a thing if the core rules aren't perfected.

Also, remember....this is a playtest. You have not purchased a finished product. This early into the process, a lot of the features that may be in the final product are going to be missing. What we need to do is test what we have, and wait for them to give us more to test.

Here we are, three months into a two year process. We still have a long way to go before we even get close to the final version of the game, so I'm sure when they're ready, they'll give us some modules to test out.

But they aren't important right now. What is important is the core rules. If the core rules don't work, then the modules aren't going to work either. So we need to test the core rules before we get too heavily invested into the modules.

So, just be patient and hang in there. We're in for a long ride.
D&D Experience Level: Relatively new
First Edition: 4th
Known Editions: 4th, 3.5
---
Magic Experience Level: Fairly skilled
First Expansion: 7th Edition
Play Style: Very Casual
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