This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

5e Modularity: How Much, Really?

Started by Harlock, August 18, 2016, 10:45:38 PM

Previous topic - Next topic

Christopher Brady

Quote from: CRKrueger;914139A module would contain things like...
A formula to convert AC to AC with DR.

I have that.

Quote from: CRKrueger;914139A list of common armors, monsters, etc with converted numbers that the GM could just plug and play.

I don't have that fully, fleshed out, but I have a series of monsters where it would apply.

Quote from: CRKrueger;914139A list of affected play mechanics and possible modifications to rebalance math or whatever.

I do have this.  Well, to put a finer point, I'm testing some out.

Quote from: CRKrueger;914139If not, it's just a house rule.

Ask yourself, am I replacing an exception-based rule or am I replacing a system those exceptions are based on?

It may seem people are treating the definition of "module" as a little more strict with 5e.  Perhaps, but if so, it's because they told us themselves what to expect from their modules, and never released any.

Hmm.  OK.  I see.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

cranebump

Does anyone use the proficiency dice in lieu of static mods? I really liked them in the playtest.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Brand55

Quote from: cranebump;914190Does anyone use the proficiency dice in lieu of static mods? I really liked them in the playtest.
We do. Our group is used to throwing around multiple dice so the GM thought using dice rather than fixed bonuses would be more fitting. We're only at level 4 so it hasn't had much of an impact yet, but at the moment I like them. I could see them being pretty swingy at higher levels, but given the glacial rate of XP gain so far that won't be a problem for us for quite awhile.

Opaopajr

#33
A Module is more a suite that can be exchanged.  A modification is more a component that can be adjusted.

A toolbox gives you a broad pile of raw materials, a basic blueprint, and then modules with which to alter the blueprint to your design. 2e, for all the flak it receives, is actually a toolbox, as a lot of module components come right in the core PHB, and a plethora of modular (and modification) additions followed. GURPS is another game that is very DIY build-it-up.

5e does have some modularity, but a lot of time has been lost in following through with replacement modules. Also a lot of the game's raw materials have been pre-formed into a partial blueprint. For some this saves time, for others it costs time because these prefabs have to be replaced.

So Feats are an optional module to replace Ability Score Increases in Class Level Features. But currently that modular space is lying fallow. However, that Feat module has been actively receiving modifications.

Similarly "baked into the cake" prefabrication causes problems if you try to modulate or modify cantrips. If I decided to reintroduce 2e Cantrips spell, a 1st lvl spell, and remove infinite cantrips as a module, I have a cascade of affected Race, Class and Archetype Features. Same issue if I just modify cantrips' core mechanical definition, it too has a cascading consequence.

There is room to develop, but sometimes getting hex socket (Allen) screws and prefab "L" particle board pieces do get in the way.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Christopher Brady

So what you're saying, Opa, is that 5e is the Ikea of D&D?
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Psikerlord

Quote from: Omega;913926Apparently Mearls idea of "modular" was "You can remove classes, paths, spells, feats, items, etc and not impact the gameplay."

Which while true is not my idea of modular. Which is "You can pull this part from this class and replace this part in this class with it and not impact gameplay."

Though I am starting to wonder if that might be pseudo possible with how the classes are structured. But in the end they dropped the modular claims fairly early and moved forward.
i agree its not really modular at all. there is the alternate rest rules, and an injuries add on n DMG, at least?
Low Fantasy Gaming - free PDF at the link: https://lowfantasygaming.com/
$1 Adventure Frameworks - RPG Mini Adventures https://www.patreon.com/user?u=645444
Midlands Low Magic Sandbox Setting PDF via DTRPG http://www.drivethrurpg.com/product/225936/Midlands-Low-Magic-Sandbox-Setting
GM Toolkits - Traps, Hirelings, Blackpowder, Mass Battle, 5e Hardmode, Olde World Loot http://www.drivethrurpg.com/browse/pub/10564/Low-Fantasy-Gaming

Christopher Brady

Quote from: Psikerlord;914216i agree its not really modular at all. there is the alternate rest rules, and an injuries add on n DMG, at least?

And more, actually.  Like 'spillover' damage, which is similar to the 3.x Cleave/Great Cleave rules, except reworked for every class.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Haffrung

Quote from: tenbones;914125And this is where the game turned kinda ashy in my mouth. Running it a lot, it gave me nothing that I didn't already get elsewhere with other editions or other systems. When I saw them say that - my expectations were grossly incorrectly set at "Much lighter Fantasycraft" which to me is the standard for modular d20. Or at least something leaning in that direction.

I expected more - they delivered less. Thus far.

Yeah, Fantasycraft is exactly what came to mind when the devs were talking up 5E.
 

Omega

Quote from: estar;913987It already in 5e and they are called archetypes. And for mixing classes they explain how to do 3e style leveling with the 5e rules.

Thats not modular. Sorry. No.

Necrozius

Y'all have a very specific and nitpicky idea of what a modular ruleset is. Does anyone have any examples of games that do this according to your definitions?

Opaopajr

#40
Quote from: Christopher Brady;914201So what you're saying, Opa, is that 5e is the Ikea of D&D?

I guess you could stretch the analogy like that.

But to be more precise, take your armor as damage reduction idea. This "armor as adding AC as whiff protection" is something that has been part of D&D since the beginning. However 2e did have a modular version of "armor as DR, while AC is modified elsewhere," (it also had a hit-location module, too). It further had a dialogue about how it would work, suggested hierarchy of values for well know armor pieces. On the whole, it was treated as a module, a replacement to the previous core component.

That's why CRKrueger and others consider that a module. Its concept comes with its own suite of blueprints to replace a standard feature. To go IKEA on you, it is the trundle bed option to the bunk bed package, or the dining table leaves extensions to the breakfast nook table.

But it also explains tenbones past frustration with concepts like the Battlemaster. Instead of tooling around in the broader space to supply actual modularity, say to wuxia up, or fantasy fuckin' Vietnam down, the fighter and friends, you get modifying widgets expanding the Battlemaster. The end result is a core class suite that ends up being mostly abandoned to tinker and adorn only one pattern.

Basically, in IKEA-ese, you get more drawers, ladders, and desk options for your L-shaped Loft Beds pattern, while your Bunk Bed and Trundle Bed patterns are ignored -- and no one's even trying to address the potential to combine both beds into a Standard Queen Bed pattern, or anything of the like.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

cranebump

Quote from: Brand55;914193We do. Our group is used to throwing around multiple dice so the GM thought using dice rather than fixed bonuses would be more fitting. We're only at level 4 so it hasn't had much of an impact yet, but at the moment I like them. I could see them being pretty swingy at higher levels, but given the glacial rate of XP gain so far that won't be a problem for us for quite awhile.

Thanks for the info. I liked the concept a lot, and really enjoyed the wider range of results. In the three games I played after publish, though, no one ran with that option.

On a different note, "glacial" XP gain? Is that due to the GM, or is it slow going in 5E world?
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

cranebump

Quote from: Omega;914246Thats not modular. Sorry. No.

That's an important consideration when it comes to addressing the question. So, a raft of options does not constitute modularity, since you're simply swapping out rules or tweaking them (I assume I'm getting that right--let me know if I'm not). So, what would a D&D module look like? (curious)
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Brand55

Quote from: cranebump;914262On a different note, "glacial" XP gain? Is that due to the GM, or is it slow going in 5E world?
I honestly don't know as this is the first time in about 8 years anyone else in my group has run a campaign, so I've kept my nose out of anything other than the player's book and just enjoyed getting to play again. It could entirely be the GM, so understand what I'm talking about is just in reference to my group and not 5E as a whole since I'm not an expert on how the game is supposed to be handled. The first few levels went by pretty quickly, which seems to be pretty normal from what I've heard. But then we hit 4th level and started Curse of Strahd. That was over a month ago and the XP well dried up; we've had 5 or 6 sessions and we're not even halfway to 5th. So far it seems like we aren't really going to advance unless we go into murderhobo mode and wipe out every village we come across because the XP awards from the actual monsters have been pretty paltry and there doesn't seem to be any sort of roleplaying/story advancement rewards.

cranebump

Quote from: Brand55;914278I honestly don't know as this is the first time in about 8 years anyone else in my group has run a campaign, so I've kept my nose out of anything other than the player's book and just enjoyed getting to play again. It could entirely be the GM, so understand what I'm talking about is just in reference to my group and not 5E as a whole since I'm not an expert on how the game is supposed to be handled. The first few levels went by pretty quickly, which seems to be pretty normal from what I've heard. But then we hit 4th level and started Curse of Strahd. That was over a month ago and the XP well dried up; we've had 5 or 6 sessions and we're not even halfway to 5th. So far it seems like we aren't really going to advance unless we go into murderhobo mode and wipe out every village we come across because the XP awards from the actual monsters have been pretty paltry and there doesn't seem to be any sort of roleplaying/story advancement rewards.

Ouch. Well, I guess the standard response would be, "Well, you EARNED it" (like Smith Barney):-). On the other hand, the lack of RP/story reward is a bit of a bummer. Maybe all that stuff will even out when you conclude the module.

Had the same experience starting at 1st level the last time I played (as a player). It (5E) really is pretty quick at the "novice" levels. I'm not running it now, but had a similar situation come up in our Dungeon World/Freebooters campaign. The last session was very much RP and story advancement. When we got to handing out XP's, there were only 2 available per character.*

*For the record, at the end of a DW session you ask 3 key questions: Did we learn something new and important about the world? Did we overcome a notable monster or enemy? Did we loot a memorable treasure? We actually only answered yes to the first one. We had  pair of iffy situations involving "overcoming" a foe. I ended up awarding a 2nd XP just because it seemed we should have another, based on the amount of expansion of the universe that took place (new NPCs and storylines, more intrigue, changing alliances, and so on). No one really used an alignment move, and character flags (we're using those over bonds) never came into play. Speaking of bonds/flags, I'm thinking about dropping them for virtues and vices, edging the game a bit closer to Freebooters, versus DW.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."