Modular Games
Modular Games
  • Видео 39
  • Просмотров 6 804
Correct Rules
What is the # 1 best rule to use for your game?
The one that makes it fun for your friends.
Art from:
dennis crowley on Flickr
www.flickr.com/photos/dpstyles/3374545350
The Cheshire Cat Problem
byBram Van Damme on Flickr
www.flickr.com/photos/bramus/25301714155
Просмотров: 88

Видео

Kraken Week?
Просмотров 128День назад
This is draft 1 of the "Kraken" playable race.
6E news review 1
Просмотров 2214 дней назад
Sorry I'm late on this everyone... Video References: Treantmonk's Temple (reviews all classes) www.youtube.com/@TreantmonksTemple D&D Beyond (reveals all classes) www.youtube.com/@DnDBeyond Sherlock Hulmes ruclips.net/video/qElkBdNd0nI/видео.html d4: D&D Deep Dive ruclips.net/video/lN7Q1tthY5k/видео.htmlsi=g1NN-J8PSVf7LLA_ Dance Bard (Ginny Di) ruclips.net/video/ky7Af1aU5Z0/видео.htmlsi=N4lJaXg...
What Classes are for
Просмотров 24114 дней назад
Designing a character class for your favorite Role Playing Game? Making those classes "good" is less about mechanics than you think. #dnd #rpg #gamedesign #modulargames Art from CC0, CC1 Video link to the Ugly Goblin: ruclips.net/video/lsDXKPSEp3c/видео.html&lc=Ugy-2vE-Jb8jQhtYveN4AaABAg.A41wDuqC5tuA42bPVO8mKs&ab_channel=TheUglyGoblin
Speaking Order
Просмотров 7521 день назад
Turn order in role playing games gets extremely complicated... and problematic. As it happens, accepting a bit of chaos removers the need for that complexity AND solves a lot of potential problems.
DC20 Spellcasters
Просмотров 6821 день назад
Reviewing the Spellcasting Classes from DC20 (currently on Kickstarter). Spoiler: they are very good Art from: CC0 Wind in the field by RetSamys on DeviantArt
DC20 Martial Classes
Просмотров 110Месяц назад
Reviewing the Martial Classes from DC20 (currently on Kickstarter). Spoiler: they are very good Art from: CC0 Wind in the field by RetSamys on DeviantArt
Gutting the D&D Wizard
Просмотров 51Месяц назад
Gutting the D&D Wizard
DC20 is... amazing
Просмотров 3,9 тыс.Месяц назад
DC20 is... amazing
upgradable spells
Просмотров 13Месяц назад
upgradable spells
Re-writing the Warlock
Просмотров 25Месяц назад
Re-writing the Warlock
The Innkeeper is Evil
Просмотров 62Месяц назад
The Innkeeper is Evil
Re-writing the Druid
Просмотров 41Месяц назад
Re-writing the Druid
rewriting druid subclasses
Просмотров 9Месяц назад
rewriting druid subclasses
OSR Problem
Просмотров 66Месяц назад
OSR Problem
Re-writing the Cleric
Просмотров 28Месяц назад
Re-writing the Cleric
Item Cards
Просмотров 31Месяц назад
Item Cards
Schedule Update
Просмотров 1Месяц назад
Schedule Update
Why Is It This Way Pt3 - D&D
Просмотров 142 месяца назад
Why Is It This Way Pt3 - D&D
Why Is It This Way; D&D
Просмотров 122 месяца назад
Why Is It This Way; D&D
Why Is It This Way Pt2 - D&D
Просмотров 242 месяца назад
Why Is It This Way Pt2 - D&D
Why is it this way? Pt 1-D&D
Просмотров 892 месяца назад
Why is it this way? Pt 1-D&D
Ability Scores a Resources
Просмотров 502 месяца назад
Ability Scores a Resources
Exploration Hazards --Shatterscape
Просмотров 92 месяца назад
Exploration Hazards Shatterscape
Shatterscape: Break your roleplaying game wide open
Просмотров 602 месяца назад
Shatterscape: Break your roleplaying game wide open
So Many TTRPGs
Просмотров 212 месяца назад
So Many TTRPGs
We Homebrew
Просмотров 72 месяца назад
We Homebrew
Making Madness Fun
Просмотров 122 месяца назад
Making Madness Fun

Комментарии

  • @Cro-Mag
    @Cro-Mag 3 дня назад

    I think the climbing example is not great to explain your point. I agree with how I interpret your points. In general I see good DMs changing the difficulty rather than messing with D20 advantage etc when a player has multiple help actions or already has advantage but it would make sense that something else would help more. The hard one for the 5e system is help actions in social encounters. I really like the way that Fate Core does gaining advantage by invoking aspects or truths about the situation or characters. I also really like the dice class system from games like Space Weirdos, Gaining advantage takes you from 2d6 to 2d8, and if you gain advantage again you go to 2d10, d2 all the way up through d12s should be used more often. Every dice set comes with 1d4 1d6 1d8 1d10 1d12 1d20 (1d100?).

  • @CantRIP9389
    @CantRIP9389 3 дня назад

    How to teach your audience to become game designers.

  • @Natalia-jb7vv
    @Natalia-jb7vv 5 дней назад

    I doubt they're modern firearms. More likely flintlocks and muskets.

    • @ModularGames
      @ModularGames 4 дня назад

      That very well may be true. Part of why I mentioned the hand crossbow. On the other hand, I wouldn't be surprised to see a cowboy western revolver either.

  • @MagneticDavid
    @MagneticDavid 7 дней назад

    Tried to watch this video, but the volume is so low I couldn't hear you even with my speakers maxed out. Hope you can fix that setting in future videos. Best wishes for your channel.

    • @ModularGames
      @ModularGames 4 дня назад

      Noted. and thankyou for letting me know. Next one released after this is titled "Correct Rules" (11June2024). Let me know if the sound quality is up to par.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel 13 дней назад

    I call it 5.5 I won’t be changing to the new edition anytime soon

    • @ModularGames
      @ModularGames 13 дней назад

      I think a lot of people feel similar

  • @CatOnACell
    @CatOnACell 19 дней назад

    i think it's because it gives people a place to start their fantasy. each class is supposed to be an architype that allows you to control the world. the rogues and bards embody the tricksters. paladins and clerics embody the protection myths. druids and rangers have the "one with nature" architypes. fighters and wizards are mastery of either knowledge or physicals kill. while you aren't sure what you want to play you can at least know "I want to control the world through martial prowess and knowledge" battle master fighter or monk good to go.

    • @ModularGames
      @ModularGames 13 дней назад

      It looks like you've caught the vision.

  • @douglasphillips5870
    @douglasphillips5870 20 дней назад

    Classes are narrow. If you're playing a class based system, sometimes you have to go outside of the prescribed focus of the class. For example in D&D the wizard is the person who gets power from study, so you'd think it would make a good nerd character, but they don't get many skills. For that character concept, it's better to play a arcane trixter rogue, or a lore bard

    • @ModularGames
      @ModularGames 13 дней назад

      I think your example is less a problem with classes in general, and more a problem of doing a bad job creating classes that represent an archetype.

  • @CantRIP9389
    @CantRIP9389 20 дней назад

    The recent modifications to DC20's multiclassing makes parts of character development a bit like a skills system. Every 2 (?) levels you can progress as a Martial, Spellcaster, or Hybrid, no matter what the official class is, and when you do points go up accordingly to that choice and you can access features at the same time. Flexible to meet any character concept within balance. ... Yeah, classes exist to focus concept. Too often they lock characters into those concepts, though... like the training wheels pedal the player instead.

  • @Reld_Ezab
    @Reld_Ezab 20 дней назад

    Good videos. Fighters no longer have fighting styles since 0.7, but they now have something called adaptive tactics which gives them a certain buff depending on which weapon they are wielding.

    • @ModularGames
      @ModularGames 13 дней назад

      It looks like my video is outdated already! Thanks for the update.

  • @urgentfusionguy7143
    @urgentfusionguy7143 20 дней назад

    Personally, I hate classes, and I avoid using class-based systems at all costs. The two big issues with classes is that they (A) limit creativity of players and (B) limit character options. Using D&D as an example, suppose you wanted to play a sneaky "blade of the gods" type character. Well, for the theming you probably want Paladin or Cleric; and for sneak bonuses you probably want Rogue. Suppose you start at first level and you now have to choose only one of those classes. Also, with the way ability gating works, you may have to wait a long time for the actual relevant part of a constituent class to come online for your vision to be realised. Further, taking Rogue and sneak attacks as an example; there are mechanics that encourage certain classes to act certain ways. That's fine in theory, but in practice they end up *discouraging* everyone else from playing that way at best, or flat out removing options from players at worse. Players should always let the Rogue get the first sneak attack off because they'll be most rewarded from it and won't be punished if the surprise is lost. Another example would be a character trying to shove or trip an enemy. If that character isn't a Battlemaster fighter, then you're at a bit of a loss. You either allow them to perform the maneuver - in which case, why would anyone choose to play a Battlemaster at your table? - or you don't allow them to perform the maneuver - which leads to fights being slogfests slapping HP bars against each other. Compare all that to a non-class/skill-based system and you can just put points into the abilities you want to specialise in, and at worst have gameplay options locked behind Skill ranks, although most skill-based games I see these days don't limit such things. tl;dr: Classes bad, skills good.

    • @ModularGames
      @ModularGames 8 дней назад

      To be honest, I agree with most of what you're saying here. Skill systems offer A LOT more flexibility. Skill based systems have issues too, of course. Decision-paralysis (especially for new players) being at the top. That said, the worst offenders for 'bad classes' are the ones which--not only have the problems of a class-based system--but also fail to deliver on having the class give a strong identity.

  • @humblegallipot
    @humblegallipot 20 дней назад

    I prefer classless systems. If there are classes, I like them to be lightweight

    • @ModularGames
      @ModularGames 20 дней назад

      I'm not sure if I prefer class-based or class-less, but I find I'm leaning more and more toward being lightweight as well. More than that though, I find I am heavily inclined toward "open" systems, as opposed to ones which are "closed" in that all available options are pre-defined. I think modern games are somewhat starved for "open" systems in games... which is a shame, since it limits creative freedom.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel 20 дней назад

    Interesting

  • @1gengabe
    @1gengabe 21 день назад

    Monk is not complicated, at level 1 you have your Stamina Points pool, and 2 stances, since you will play level 1 for a bit since it is actually good a player would get used to that, and level 2 adds the Ki Points pool, which can be used for 3 special moves. Meaning at level 2 you are a Basic Martial with Stamina Pool, you have 2 stances, and 1 extra pool with 3 special moves, that is just 3 simple things, not complicated Stances are simple, you pick 2 stances, those are essentially your monks fighting style, not wild shape, each fighting style is named after an animal because it takes aspects similar to that animal, but the monk is always in one of these 2 stances they have access to, so if you have a mobility stance and a battle stance then you can swap between the 2 to assist in combat, it makes the monk incredibly unique, it is very intuitive and is probably what people expect when playing monk. Karate Kid doesn't turn into a crane to crane kick, however a Druid monk would be hilarious, you should play that some time, Druid with Stances there is an argument for Stamina points being "complicated" but since it is a core feature for all martials, then all martials are complicated, and the system is decently intuitive overall

    • @ModularGames
      @ModularGames 20 дней назад

      You're absolutely right about it being something an experienced player could track. It's manageable. My point is mainly to illustrate that monks are a more cerebral, thinking, class that a fighter or barbarian. That comes through both through the addition of Ki, and through the choice of stance to use. I don't mean to say that complexity is "bad". It's simply that the Monk has a greater number of options and decisions available to them by way of their class features. Also--don't tell anyone this--I may have missed the fact that you do not have access to all the stances, and instead only learn 2 at level one.

  • @1gengabe
    @1gengabe 21 день назад

    you need to increase the volume of your videos

    • @ModularGames
      @ModularGames 20 дней назад

      I can't change the existing videos without re-uploading them, but this Monday's video should be better. Tell me if I get it right?

  • @GutisFive
    @GutisFive 22 дня назад

    Cool breakdown! Hope to hear your take when the spell rework is done in 0.9 beta

    • @ModularGames
      @ModularGames 20 дней назад

      I may need to do exactly that. I've held off on reviewing his spellcasting and spell modification system so far, but that may be the right time to do it.

  • @PHJcz
    @PHJcz 24 дня назад

    Interesting. 🙂

  • @CantRIP9389
    @CantRIP9389 24 дня назад

    Yes, I like it. Especially compatible with my current obsession with DC20 (though I may consider offsetting that bonus to acting on one's own turn with a all round increase in difficulty for everything 😉) It may even have utility outside of initiative, for those times when you're playing online or have a hastily assembled group of players who have never spoken with each other before, shy players or those who are excessively quarterbacking.

    • @ModularGames
      @ModularGames 20 дней назад

      1. If you're thinking of upping all your DC's, maybe change the +2 on your turn to a -2 on other peoples turns instead. That way you don't have to remind yourself each time you set a DC. 2. I hadn't thought of the utility for new groups, to encourage shy players. I hope you're right!

  • @wills8611
    @wills8611 24 дня назад

    I like it. A bit different than I’ve been doing it tho. I’ll run it by them & take a vote. I’ve found that while playing online. (Distance sucks) I have my players roll for online initiative, it’s easier to maintain who’s doing what.

    • @ModularGames
      @ModularGames 20 дней назад

      Glad to hear you're exited about it. Let me know how the test goes!

  • @PHJcz
    @PHJcz 26 дней назад

    Awesome. 🙂👍🏻

  • @CantRIP9389
    @CantRIP9389 27 дней назад

    Yes, I'm very happy with all of them mechanically. It just seems to be what players of 5e (and also Pathfinder? But I'm not at all cognizant of them) want from D&D MUs but done much much better. I love this system. I just hope that DMs using it are supported to make judgment calls in what they want their tables and campaigns to include and exclude or augment with.

    • @ModularGames
      @ModularGames 24 дня назад

      Not sure on that one. The story and identity of each class seems pretty well baked in to the mechanics for each one, but at the same time there seems to be creative freedom in (for example) what effects you can get from spells you cast. It seems to me, each table will have the choice to rule-lawyer to their hearts content (since rules for specific maneuvers, conditions etc seem fairly inclusive), or to choose a more freeform approach.

    • @CantRIP9389
      @CantRIP9389 24 дня назад

      @@ModularGames The freeform is strongly encouraged. That can sometimes be limited to how players/DMs manage it.

  • @GrandOldDwarf
    @GrandOldDwarf 27 дней назад

    Spellcasters are going to see a big boost once the spell overhaul happens.

    • @ModularGames
      @ModularGames 24 дня назад

      Looking forward to that. Honestly, the ability to boost and *transform* spells by spending more mana is enough to have me excited by itself.

  • @wills8611
    @wills8611 28 дней назад

    Kinda close to what I’ve been working on. 😅

    • @ModularGames
      @ModularGames 24 дня назад

      I take that as a compliment, sir. Do you mind if I inquire the differences?

  • @wills8611
    @wills8611 28 дней назад

    I agree DC20 is overly complex, which is fine if you’re a veteran player but not as easy to pickup for a new player.

    • @ModularGames
      @ModularGames 28 дней назад

      many experienced players forget how steep the learning curve really is. (I've also been guilty of this)

    • @wills8611
      @wills8611 28 дней назад

      I started with thaco, it was a WTF moment. Now 5e well other then the, books not being laid out the best, it hasn’t been so bad. But I think your absolutely right. We forget.

    • @ModularGames
      @ModularGames 24 дня назад

      @@wills8611 not sure why established companies have so much trouble with organization and layout, when indies never do...

    • @wills8611
      @wills8611 24 дня назад

      @@ModularGames I’d blame the editing of the books. They don’t look at correlation. By cutting something’s out, rather the relationship an item has to another item causes a break. You gotta read the books from cover to cover to make sure you got it all right, and it’s easy for the reader to understand.

  • @hellsente7826
    @hellsente7826 Месяц назад

    My thoughts to your thoughts.. Full Caster? May as well just apply the flavor of a Warlock to the rules of any of the other MU classes. Cleric comes to mind most strongly, for bloodlines perhaps the Sorcerer. Miracles? Seems to have too much setting plot baked into it. Either presumes about what it means for a deity to be a deity, or about Patrons. For some kinds of Warlocks I think it would seem appropriate, others not... may trip up what may be the entire point, what may be what Warlocks really have to offer which other classes don't (not just front-loaded game-breaking MMPOL-isms) Bigger question about miracles is whether they would be fun. Them being so powerful would need them to ask a bigger investment than other features, perhaps, and I can imagine them all too often not even having an effect... which brings us back to the "linear Fighter, quadratic Wizard" problem, and there's enough thumb-twiddling examples of waiting to play the game going on already I think. Incarnations. This is where my thoughts begin to follow more where you go with this... If you keep Warlock as a flexible concept, you could make it all about the features. Always-active consequences rock. Most fun. Following along the lines of spells? Eh... that's where you get all kinds of balance issues, and you need to bend the spells to make them character traits. When accepting that Warlocks are Warlocky through them using spells (ignoring everything else about them which makes them so cool), you see that the spells which are special for them really define them. Doing stuff represents what they incarnate or represent, and connects them at least a little bit to the narrative of how they got their pact. I think you may as well follow monster abilities instead of spells. Make the source variable, and you get the X-Men, and you lean into levels granting features... goes well with them being regular people who have pacts happen to them... dabblers in dangerous weirdness from questionable sources to questionable consequence. A natural (heh... for lack of a better term) class for multiclassing, and a way to represent all kinds of things which don't fit into the normal class structure, including races like Dhampir, Tiefling, Half-x, etc, and even focusing on features which the normal classes don't (Druid Wildshape really getting more lycanthrope warrior, Trickster ledgerdomain, Cleric Channel Divinity) I'd go a bit more Diabloesque with it... class feature trees. But stay away from spells most of the time, same with cooldowns and such.

    • @ModularGames
      @ModularGames 29 дней назад

      So much here... rather than answering you directly, I'm mostly going to just double check that I understand you. 1. You seem to lean pretty far to the side of wanting class features completely divorced from the lore story and narrative. Is that right? You seem to want those elements to be optional. 2. the fun of miracles is largely to have game mechanics match up with narrative and lore. Given '1.' this seems to naturally be something you are not exited about. Given the specific mechanics for miracles, if you like Contingent Spells, or Glyph-of-Warding Shenanigans, (I do) I think they'll be a lot of fun. 3. I don't think I followed everything you were saying about Warlocks having specific spells which define them. You seem to like the idea of Warlocks having at will and continuously active abilities, rather than traditional "spells" or features with cooldowns or resource management. That's a lot like the dnd 3.5 warlock, and I agree that option really seems to shine as a kind of class identity for them. 4. 'Warlocks as a way to a way to represent all kinds of things which don't fit into the normal class structure'. Like lycanthropy, monster abilities, etc. I could probably put together a version of the warlock that does this. It would still be using the bones of the dnd, but I think it could work well. let me know if you have a hunger for something like that. 5. Class feature trees... well, that's a bit out-of-scope for this video, but in general, yes. Class feature trees are much preferred over a set progression system.

    • @hellsente7826
      @hellsente7826 29 дней назад

      ​ @ModularGames For my own gaming I prefer the mechanics being applicable totally independently... to be applied to any lore; after the lore/concept of the situation has been imagined, then rules chosen to best represent that... not choose the rule and then make a concept or situation represent the rule. It's a broad topic for discussion... IF that way of thinking is followed for how to use the Warlock, then some consideration might be taken toward design. Others would still imagine a Warlock being primarily about the magic. Miracles as contingent triggers might suit that... but maybe suit Wizards better. I guess that puts the conversation back into the order of conceptualization again... "here's a cool way to do spells" then being applied to Warlocks because you like the cool way to do spells. Conversation seems better to be discussed while tabling the Warlock and just thinking about the magic system. Immediately, I remember how Vancian magic is supposed to work. Spells being prepared as complicated mystic words of power and ritual grafted temporarily into a Wizard's mind... released as the spell is cast and needing to be prepared/memorized again to be cast again. It already seems like a very similar concept to how you've described miracles, unless there's something I've missed. ... so then, that brings me back to my thinking about the mechanic itself. It seems more Wizard than Wizard, falling back into the "problem" in playing Wizards in that situationally they are possibly too effective while most of the time actually doing nothing at all... if their magic are all prepared contingency triggers, then they either don't have a lot of gameplay interaction in moments when they are triggered or have no gameplay interaction because they aren't triggered. If I were to work with such a system, I'd lean toward the feeling of "spell binding". Find some way to expedite and apply the process of preparing those miracle triggers to situations... make it something that can be done during or immediately before a combat where the caster has some idea what they would be trying to "spell bind" and then resolve it like a crew trying to constrain a monster/foe by tethering it with a consecutive series of ropes; the MU trying to establish series of "rules"... magical effects having more consecutive control or impact over it. ... For Warlocks? Well.. it would be different if those miracles would be something like the influence of a Patron. A fiend patron? Those miracle triggers might be imaginable as concepts like soul chains or dominating contract clauses which gradually constrain the victim. Or, something more versatile conceptually; the "binds" being assertions of influence... a Great Old One patron establishing psychic links or control, an Archfey beguiling them or misdirecting their will, etc etc. .. I suppose that I am veering too far away from the established spell lists. It looks more like the old 2nd Edition Psionics system. ... on #3, Eldritch blast, Hellish Rebuke, Hex... these things make a Warlock distinct. It offers something separate from the other MUs... an example of class features/skills/mechanics providing. It's kind of how many seem to come to the choice of multiclassing into Warlock... getting a cantrip and a spell... it's similar thinking to dipping for a level or two for the reason of getting a feature or ability... and yeah, a lot like 3rd/3.5

    • @hellsente7826
      @hellsente7826 29 дней назад

      Another idea for a magic system for Warlocks... Import the dot mechanics from White Wolf. Get the Disciplines from Vampire, Rage/Gnosis from Werewolf, Glamour from Changeling, etc... and pair them with things like Humanity and Clarity which tie the consequences of these supernatural elements into their characters as obligations/challenges.

    • @hellsente7826
      @hellsente7826 29 дней назад

      Perhaps you should consider "Promises as a MAGIC SYSTEM?" , a video by TheTaleFoundry , or some of their other magic systems videos. But that video seems to have some ideas which might go with your Miracle magic.

    • @ModularGames
      @ModularGames 28 дней назад

      @@hellsente7826 I've seen it before, but I'll double check. Thankyou.

  • @hellsente7826
    @hellsente7826 Месяц назад

    "Fighting an uphill battle..." the meaning is only implied. You are asserting a "fighting" and "battle" implied to be defined by your own idea of their purpose. Is your purpose better than their purpose? Are they even fighting the same battle you are saying that they are? At the core of those following the OSR is an acceptance of the critique that the conformity around modern versions of D&D is a step in the wrong direction. Their purpose isn't to achieve that which they've decided to try something different to. ... Turns are faster in Basic. As much gets done, if not more, because the turns rotate more frequently... attack success rate (combat being an abstractified system not standing in one place and swinging once per # of attacks every six seconds) for example being equivalent to having more chances to hit each round. DM Fiat reducing randomness? Well... 1st Edition Advanced D&D, does the DMG look like it lacks crunch to you? Sometimes you may have a point, but there's a larger variety in the OSR than that. ... I agree with the completely different system, though. I think that the hobby has grown some... at least in choices available.

    • @hellsente7826
      @hellsente7826 28 дней назад

      Hopefully this wasn't taken poorly. It does seem really pedantic; examining the meaning of language choices. It's to frame the ideas for discussion. Questions expecting answers not to defend with but to analyze in context of. Also may come across as accusatory or judgmental... not intended to be so.

    • @ModularGames
      @ModularGames 28 дней назад

      @@hellsente7826 To be honest, your initial comment came off as accusatory, but I was uncertain what I was being accused of. Regardless of that, I may need to re-do this video. I'd like to re-frame the statements and suggestions without sounding so much as though I am opposed to how old school games do things, since I really like those games.

    • @hellsente7826
      @hellsente7826 28 дней назад

      @@ModularGames Yes, I regretted the tone that my comment was delivering 😅 It happens sometimes when I'm engaging in a very emotionally detached way, or a way which I am considering to be exclusively logical. Please consider it an appeal to some capacity I see in you for being able to handle that kind of INTJ business

  • @humblegallipot
    @humblegallipot Месяц назад

    Ultimately, I want you to make videos you enjoy making and talk about topics that you are excited to talk about

  • @rhysproudmourne1646
    @rhysproudmourne1646 Месяц назад

    Really enjoyed your review. Would love for you to rip my game system apart when it is done here in a few more months. It’s funny to me that great minds do think alike. DC20 has several of the same ideas I had, such as making weapons feel more distinctive (I think mine might be more so, because I opted for more customization, and less ease of access, while the Dungeon Coach opted for the reverse), and his racial system is similar to what I did for mine, and similar as well as a glyph system I did for spells. I think his is more streamlined and mine is more balanced with options closer to Pathfinder 2e. One of the biggest departures for my system is you don’t roll to hit at all, which might seem like a crazy idea, but when you only miss because your target actively dodges your attacks with reactions, items, consumables or some innate ability, it’s hard to want to go back to missing all the time. Nothing more frustrating or boring than missing every attack of an entire combat. That was quite literally my first experience with a TTRPG. - Without all the misses, it makes it more predictable how much damage is likely to come filtering in on either end, which makes it really easy for a DM to balance encounters, because you have way less of a pendulum swing in damage. - Outside of that, my monetary system is much better balanced; DnD’s gold is so ridiculously low value that it has to be as common as a base metal. - I have a couple other large departures as well from traditional TTRPG system, but I’ll just leave it there. Not even sure you’ll read this. Either way, I’ll be making sure to watch more of your videos. I found this one highly enjoyable and very fair and mirrored some of my own thoughts as well. Cheers.

    • @ModularGames
      @ModularGames 29 дней назад

      Thankyou for the compliments! I'd love to review and 'tear apart' your game system when it's ready! -When building a system for myself, i leaned toward removing to hit rolls as well. -also, with monetary systems, I just stated 1cp=$10, 1sp=$100, and 1gp=$1000 and things seem to flow naturally from there. I'll try and get some contact info onto my youtube profile soon, so trading notes will be easier.

    • @rhysproudmourne1646
      @rhysproudmourne1646 29 дней назад

      @@ModularGames That would be great. I’d love to throw some ideas around with other game makers. Been a while since I chatted about that. And it’s certainly hard to make everything by yourself. My friend and I started this years ago and he dropped out so I just have been working on it for on and off a dozen years or so. Yeah, honestly, great minds once again. Thats very similar to my value for coinage as well. That’s much closer to actual monetary value. - DnD gold is like 20 bucks or so at best for 1GP. Kinda weird to make gold so worthless. My players actually get excited when I give gold as silver is the more common coinage for most of the game. Platinum is jaw dropping with how valuable it is. I found that rolling to hit means a lot less if you build mechanics up to ignore that. We just roll for critical and potency. But that’s another conversation.

  • @Knucklebone.of.Fickle.Fortune
    @Knucklebone.of.Fickle.Fortune Месяц назад

    6:01 So there was a Paladin in previous alphas but was removed in 0.6. It will be replaced by the Spellblade (which was a stretch goal) in 0.8. DC has confirmed Paladin will be a sub-class of the Spellblade

    • @ModularGames
      @ModularGames 29 дней назад

      I knew Paladin was previously intended to be included. I'm curious how it turns out as a subclass, especially since 'spellblade' does not sound like it has much of a divine or crusader feel to it, on face value.

  • @PHJcz
    @PHJcz Месяц назад

    Very interesting. 🙂👍🏻 Looking forward to more DC20 videos. 😊

    • @ModularGames
      @ModularGames 29 дней назад

      should be at least one more from me coming this monday

  • @hellsente7826
    @hellsente7826 Месяц назад

    I'm still nervous about DC20 having too many classes... possibly falling into 3e character sheet madness. At very least we see the want for features to "do cool stuff" without being supported by very reasonably explained causality (rangers automatically gaining lore after fighting something.. no time investment, no skill check?), especially in a lore-agnostic sort of way. I really hope the community can support DMs imposing some limitations for their campaigns to survive

    • @ModularGames
      @ModularGames 29 дней назад

      Well, the thing about rangers gaining knowledge after fighting something, is that it's not lore agnostic. If you want your character abilities to be completely divorced from the lore and flavor of the character, DC20 is not the right game for that. As far as there being too many classes... I fully support GMs limiting class selection. Especially if X class is only available in X country, etc.

    • @hellsente7826
      @hellsente7826 29 дней назад

      @@ModularGames There's some shades/degrees to the concept of classes being able to provide a balanced mechanic which can be applied flexibly. You already see a lot of the potential applications in, say, the Cleric class... deity being quite possibly being left up to an agreement between player and DM in all sorts of creative ways. Some people discuss the power source of a Cleric possibly being a philosophy, some of it being the church itself or a belief structure... could be one's own inner nature or emerging RNA/DNA which contains a nifty power source which the PC would need to navigate a relationship to. Meanwhile, the rules exist to contain and balance that situation and development with the rest of the setting and group. On the other hand if, as in 2nd Edition DnD for example, Paladins need to be exactly Paladins and follow a very specific purpose in the setting, following the moral code actually being something which balances their power... then that's very cool, for that setting. DC20 doesn't go as far as 2nd Edition D&D. Paladins aren't what they once were. It seems though that the answer being chosen by types of players like optimizers is to make more crunchy classes and subclasses. Add more feats, etc... when a little bit of imagination goes a long way without making the entire game about the character sheet (instead making the character sheet work for you). "Not the right game for that" seems tragically dismissive, to miss the point, and to serve misplaced priorities. I see a lot of potential in DC20 to provide exactly what I've described without needing all the classes they plan to release in expansions and magazines. It is, as you've said, pretty flexible in its possible use and encourages "creativity and thinking outside the box"

    • @ModularGames
      @ModularGames 28 дней назад

      @@hellsente7826 I apologize if I came off as dismissive. DC20 *is* very flexible. What I wanted to point out is that DC20 is made specifically to represent the flavor and feeling of the 'class fantasy' as part of the mechanics. The dungeon coach talks about that in his own class videos, and it's something that DnD (for example) does far less. Given that the class fantasy is an integral part of the mechanics of each class's granted powers, it would be expected that separating the two would not be as easy as in other games. All that being said... it is sometimes surprising how two very different character concepts can utilize similar or identical features... including when those features were explicitly designed to represent something different.

  • @hellsente7826
    @hellsente7826 Месяц назад

    Volume was super low in this one.

    • @ModularGames
      @ModularGames 29 дней назад

      Thanks for the heads up. on reviewing it again, you are right and it's pretty quiet at parts. I'll try and improve that on future videos.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel Месяц назад

    I don’t care about 5e It’s fine and 6e is a money grab in my humble opinion

    • @ModularGames
      @ModularGames Месяц назад

      A lot of people feel that way. Check out my video on DC20 (if you haven't already). That's what a lot of people wished 6e would be, and as a bonus, it's not by WotC.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel Месяц назад

    This sounds interesting Playing a lot of 3.5 I don’t think it’s complicated Nice review

    • @ModularGames
      @ModularGames Месяц назад

      3.5 was where I learned first. By comparison, DC20 is much simpler, I agree. It's really only complicated compared to rules-light-OSR.

  • @charlesdexterward7781
    @charlesdexterward7781 Месяц назад

    Yep. AD&D 2e had the building blocks for 8+ genuinely unique wizards if you also added something like your suggestions. A lot of people were unwittingly exposed to these "kits" via Baldur's Gate 2: Conjurer, Illusionist, Transmuter, etc. Restrictions are precisely what makes the whole idea of classes interesting and forces you to more creatively employ every tool available rather than every character gravitating to the same handful of dominant spells. Sadly, players will never voluntarily relinquish options after they've been established. If D&D had started with every PC being both a competent fighter and spellcaster, the idea of separating warriors and wizards would have been resisted by 95% of players.

    • @ModularGames
      @ModularGames Месяц назад

      In some ways, that's why it's easier for people to jump on board with new games, rather than being exited about updates to old ones. More options are exciting, but it's the restrictions and weaknesses that really tell a story. (Sanderson's 2nd law)

  • @hellsente7826
    @hellsente7826 Месяц назад

    History paints a much more interesting picture, at times compellingly distorted, than hippie carebear enthusiasts. The historical dramatization Britannia was pretty inspiring to me in how they spun Druids and the culture surrounding them. A pagan culture governed by a very small number of druids who were protective of the way of life, which happened to include a proximity to nature and a rejection of industrialization and the ways of, for example, Romans. Druids being a social class, and their role in the Druidic cultures being representable as Sorcerers, Wizards, and Bards. Their famed affinity for nature being mostly lore and naturalistic sciences (which imo don't need an entire character class or set of featured abilities). Maybe access to some spells simulating animal totems would be appropriate, but Wildshape entirely replaces any actual understanding of those animals (and the entire Druidic culture for that matter). ... just my take on it.

    • @ModularGames
      @ModularGames Месяц назад

      I'm not *actually* an expert, but yes. That them being leaders in a pagan culture opposing the romans lines up with my understanding as well. I couldn't actually get rid of wild shape completely, because people would riot. I like the idea of adding animal totems: perhaps as an option for the "Druid's Path" feature? What kinds of benefits do you think such a totem would grant?

  • @hellsente7826
    @hellsente7826 Месяц назад

    I like the idea of Spirit Signatures when applied well. I would want to use them for characters who are actually agents or entered into relationships with powers, and those who ceremonially serve those powers. And through that you'd have a concrete basis for an alignment system, yes... otherwise the system might coopt the entire setting or any narratives, factions, or motivations which would otherwise exist.

    • @ModularGames
      @ModularGames Месяц назад

      This sounds like the kind of thing that could be implemented really cleanly and easily. 'Only people who have ceremonial relationships with... will have spirit signatures'. In that case it would really only be priests, knights, etc which would have them. Although, if a certain community was ruled by a dragon, beholder, etc, that might have a strong enough influence to create spirit signatures as well. If that were the case, people from different nations could be identified by spirit signature, even if they were not closely connected to the rulers--just exposed to their supernatural aura. This could be used to drive a story, rather than detract... I think. Overall though, you make a strong point: over emphasis on alignment can derail from other focuses in the story, when poorly handled that is.

    • @hellsente7826
      @hellsente7826 Месяц назад

      @@ModularGames The way I'm imagining it, it could be like "The Great Game" between intelligence operatives of the CIA and KGB. They knew... (know?) how to recognize each other and interacted in what's like a parallel world. Definitely having an effect, but not necessarily known by regular people beyond what their rank or station is when it's a public office.... while loyalty and what those agents actually DO is watched and the rumor mill of those on the inside discuss and debate on their methodologies constantly.

  • @hellsente7826
    @hellsente7826 Месяц назад

    Is it more nuanced? Or, is it perhaps less? Consider the situation in which alignment was prominent. The game which the axis arose from was a wargame. It was about campaigns for the purpose of, and context of, one cultural view... the survival, wellbeing, and service of a kingdom. Good/Evil and Law/Chaos were clearly in context of the one nation and one people. If that is a nuance, then what has it been replaced by? A superficial amiability is perhaps converse to nuance.

    • @hellsente7826
      @hellsente7826 Месяц назад

      You know.. just for the sake of conversation.

    • @ModularGames
      @ModularGames Месяц назад

      In some ways, alignment systems are easiest to track when they are simply fealty to a certain power... They seem more interesting to me when they have nothing to do with that, but it's certainly easier to track.

    • @hellsente7826
      @hellsente7826 Месяц назад

      @@ModularGames Yeah, definitely more interesting to analyze and compare from different philosophies and have robust arguments. But you don't need a game mechanic to do that... and trying would be very very difficult to practice "show don't tell" with, especially without that debate (and all the cognitive dissonance thereof) eclipsing the rest of the gameplay

  • @GrandOldDwarf
    @GrandOldDwarf Месяц назад

    Thanks for the DC20 coverage!

    • @ModularGames
      @ModularGames Месяц назад

      glad to do it. thanks for the comment.

  • @martinbowyer7906
    @martinbowyer7906 Месяц назад

    So I disagree with your cons. Not that I think DC20 is beyond critique, it's still in Dev and I agree with you that the spell duels needs a fix. I first took you video as an overview of the system, but then my view of it changed. Con 1 - it not being Rules light is a personal preference and should have been in the neutral category with emphasis toward negative for your preference. Con 2 - on the Help system you misread it, because it doesn't even mention advantage in that whole section not even for description. Con 3 - you "not getting it" shouldn't make it a con. It brings more balance to the 4 attributes Might for HP, Agility for PD(AC), Intelligence for Skills, Charisma for Grit. This combined with #2 makes it seem like you didn't give DC20 a thorough read. I'm not saying everyone has to read it as if they were studying for a test, but you probable should if you're going to make a review video. Edit: fix typing errors

  • @humblegallipot
    @humblegallipot Месяц назад

    Here are my thoughts: - "Specialization" is very wordy. Maybe opted for something like "savant" - Are specialization points a replacement for Arcane Recovery? - How are specialization points used at later levels or by subclasses? - While I don't align with cutting access to other schools at level up, I think it's an idea worth exploring - On what you said about Prestidigitation, it's a cantrip because it's the foundation of magical practice. It's typically the first spell a mage learns. If the settings allowed for other mages to know multiple schools of magic from level 1, I don't see the need to restrict the wizard. Rather than restricting the wizard to one school, maybe reward them for using spells from their specialized school

    • @ModularGames
      @ModularGames Месяц назад

      --Yes, specialization points are a replacement to Arcane Recovery. Arcane Recovery gives spell slots back directly, but because the specialization points can be used to cast spells directly, and come back EVERY short rest, rather than just 1/long rest, they actually give you more overall. --Subclasses are expected to give new uses for specialization points, and features which highlight a play-style, rather than a spell school. One of them was noted as blurring the line between Wizard and Artificer classes. --There was another feature slated for inclusion in the core Wizard class, which didn't make the cut this time around: spending specialization points to up cast spells. What level do you think that would be good for? 5? 8?

  • @backwardsdovah9373
    @backwardsdovah9373 Месяц назад

    Sir! Please fix the high pitched noise in the background. I like your speaking, but i can’t hear it with all the dogs on my street going mad!

    • @ModularGames
      @ModularGames Месяц назад

      Thankyou for telling me: I'll start working on fixing that. Was it a periodic noise, or just a constant hum??? (the solution is much easier for one of those than the other)

  • @snmackenzie
    @snmackenzie Месяц назад

    I do like the look of DC20 but I'm not sure it gives me anything I need that 5e doesn't. Calculating HP in 5e has never been an issue for me. Nor grappling. I haven't seen a video yet that convinces me, although your's gets closest - it's very clear and thoughtful, so thanks.

    • @ModularGames
      @ModularGames Месяц назад

      To be honest, the base rules fall pretty similar to 5E. The classes really shine though: it moves classes away from 'big bag of tools' and more toward 'character vision' and role.

  • @rtfmtech
    @rtfmtech Месяц назад

    Great Review, I'm sure Coach would agree

  • @unfortunate_error
    @unfortunate_error Месяц назад

    💜🐲💜

  • @LuizCesarFariaLC
    @LuizCesarFariaLC Месяц назад

    Many people rolling against a spell on a Spell Duel is in itself advantage, isn't it?

    • @ModularGames
      @ModularGames Месяц назад

      That's absolutely true! What I would point out, however, is that a high level spell (high mana cost) which has initiator roll high is literally impossible to counter unless the contesters use a similarly high level spell. several contesters using low level spells will NEVER be enough, even if you have 100 of them.

    • @LuizCesarFariaLC
      @LuizCesarFariaLC Месяц назад

      @@ModularGames we'll have to wait for the spell overhaul that's coming on beta version 0.10 =D

  • @hellsente7826
    @hellsente7826 Месяц назад

    Weirdest thing about it is how the cinematics are strongly encouraged to contest continuity. A character was celebrated for winning initiative with a Nature check in one playtest... just for being a tree (tree ent), and without much actual narrative justification for it.

    • @ModularGames
      @ModularGames Месяц назад

      um, yes... I need to look closer at the initiative rolls... that sounds weird.

    • @hellsente7826
      @hellsente7826 Месяц назад

      @@ModularGames I think that it has room for a DM to preserve sensicality 😅 Just sometimes the DC's narrative style is gonzo enough to rub me the wrong way.

  • @hellsente7826
    @hellsente7826 Месяц назад

    Did you find it... modular... enough? Not rules light enough did I hear you say?

    • @ModularGames
      @ModularGames Месяц назад

      What a fun question!!! Generally all the rules seem to come in sets of 2-3, but almost none are un-separable. DC20 is a Modular, and Customizable game!

    • @hellsente7826
      @hellsente7826 Месяц назад

      @@ModularGames I feel like I should trust your take on this ;) At very least it seems clear that most DMs would be able to adjust what they disagree with.

  • @PHJcz
    @PHJcz Месяц назад

    Looking forward to more videos on DC20. 🙂👍🏻

  • @PHJcz
    @PHJcz Месяц назад

    Interesting video and interesting opinions.👍🏻 I see both inspirations (5e and PF2e) as someting positive. Just cherrypicking "what is good" was the power of companies like old Blizzard, etc. I agree with your point of very detailed rules explanations. That is probably because Alan (The Dungeon Coach) was a teacher. 😉 But I don't agree with your vision of spellduels change. If the number of casters would increase the results than it looks like a step back to ordinary 'Counterspell" issue (...more casters in party equals more counterspells). If I understand it correctly, DC20 approach seems to me to only increase the chance of stopping the incoming spell by increasing the number of willing participants of the contest. 🎲 More casters equals more chances of making a good roll to stop the incoming spell. 😊🪄

  • @twinsen1949
    @twinsen1949 Месяц назад

    Loved that someone presented as an impartial opinion as they can give about the pros and cons. Agree on the neutral point of spell contesting, bigger group should get to add their combined mana. Though I understand why it may be unbalanced. On the other hand, I disagree on the action point system. It seems to me to make the most sense. It fixes the problem of action economy; having them regenerate at the end of your turn makes combat more dinamic, and makes reacitons optional rather than mandatory. Despite the disagreement, I loved seeing someone address everything impartially. Excellent video!

    • @GlenFinney
      @GlenFinney Месяц назад

      Agree with this comment on the action economy working very well!

    • @ModularGames
      @ModularGames Месяц назад

      I think I should give a spoiler on one of my future videos... If action points can be spent on other players turns, is there a strict reason to limit which actions can be used off turn? I don't think there is. For some specialized actions, there may be a tag line added saying "only reaction" or "only on your turn", but as a general rule, any action could be taken at any time. In short, I don't actually dislike action points. I simply think that some additional baggage from the previous system was carried over un-necessarily.

    • @GlenFinney
      @GlenFinney Месяц назад

      @@ModularGames I’ve seen a lot of comments concerned that unrestricted use of action points off turn would step on the turn of other players. I think having off turn actions basically as reactions that require a trigger addresses this concern and helps in DC20’s case to reinforce the ability of your character to use AP when it’s important like defense and to encourage cooperative play like with reaction based help actions and buffs.

    • @ModularGames
      @ModularGames Месяц назад

      @@GlenFinney that is generally the primary concern people raise. Another way to phrase it though is "If players can take their actions any time they want, why would they wait to take the action on their own turn?". If that question can be answered in a satisfying way, I don't think players will be nearly as worried about it, and disruptions to play will be reduced. Another point--which the dungeon coach has made many times himself--is the potential for collaborative actions. Acting on another players turn can be disruptive... or it can be cooperative.

    • @GlenFinney
      @GlenFinney Месяц назад

      @@ModularGames in my experience playing and running DC20 since the off turn actions are all reactions requiring a trigger they aren’t always triggered and when they are, it is most often on a monster’s turn not on a fellow player’s turn, as most of them are defensive or in the vein of opportunity attacks. The ones that trigger on another player’s turn are typically buffs to that player and not the other player doing something off turn on their own. So while players interrupt the GM’s turns all the time, the other players love it because it’s helping them as a team. Typically only about two players share a turn and in fact some players will delay their turn to go together as combos can be powerful and fun. When not doing combos or alternating actions then it tends to default to one player does their stuff then the other player does. The player who is more ready to act tends to go first in such situations giving the other player a bit more time to decide their next move. In play it’s honestly been a great experience.