Multiple Modules on Simple System vs System

I was wondering whether I should attempt to implement a "system" I have in mind as a set of modules (that maybe others would find useful in different systems) vs just as a system. If I went the module route, would there be any major forseeable issues in converting to a single system later in development? According to the knowledge base + API it does not -feel- too different...

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For context, I was interested in making combat which involves playing cards into a UI, similar to e.g. Frosthaven / Gloomhaven. These cards would be drawn at the start of combat from a player "deck", which they can custom build from a card "library", which is derived from their current level + equipment.

The things I would add as modules would be:
- Some custom status effects
- A module which works with data I have generated in a different project (https://github.com/Ironraptor3/ruina_card_maker) to automatically roll dice against one another on contesting cards. This would also include an "importer" script to work with this project and a reference in the README. If the first module is present, it could use some status effects to modify the rolls.
- A UI to facilitate the card playing; if the second module is present, it can also invoke the card-contest automatically. It may also draw data from the first module status effects(if present) to determine some extra information as needed.

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If it were as system it'd also have
- a dramatically simplified character sheet
- two different types of equippables, which would add to cards in a player's library, as listed above...

To conclude / restate the question, is this better as a set of standalone modules that can optionally reference / depend on one another; or is this better as a system? If it is up in the air, has it been hard to rework something that starts as a set of modules to a system?
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GitHub - Ironraptor3/ruina_card_maker
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