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Post by Brix on Nov 30, 2007 14:49:20 GMT -5
I think this is at least for publishers one of the most important questions, because in the end they need to make money with 3.75.
So what 3.75 book would you actually buy?
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Post by beastman on Dec 1, 2007 9:23:28 GMT -5
hard to say, but i guess a 3.75 "core rule book"...
what i won't buy is a book with thousands of new feats, prestige classes, or spells...i have all WotC material (with the exception of exemplars of evil, dungeon survival guide and tome of magic) with tons of that stuff
a 3.75 rulebook should have rule clarifications of existing material (which would be impossible because most of these is not covered by the srd, so not sure how to handle this). perhaps some "optional" suggestions/rules to existing stuff and (naturally the "new" 3.75 rules)
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Post by elquillar on Dec 1, 2007 11:34:52 GMT -5
I'd also buy a 3.75 rulebook of course.
I strongly suggest to make them crunch only. We would not have many of this problems if fluff and crunch information were in different books.
I also liked necromancer games' Tome of Horrors. Means a big book with many many monsters in it (and nice artwork of course)
I would also buy a feats book, with all updated feats available
The same with a skills book, with all the skills information like alternate uses or skill tricks as somebody already pointed out.
With regards to magic items and spells, we might have enough, but if they were all available in a single big book, I might be persuaded to buy them as well.
And then adventures, and fluff books of course.
To make it short: I'd like to see real updated and polished COMPENDIUMS.
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benoist
Refugee
Iron Liege
Posts: 5
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Post by benoist on Dec 3, 2007 13:16:27 GMT -5
Adventures, adventures, adventures. Mini-settings (shire-sized, say) that could be easily plugged into any homebrew setting. That kind of stuff. In clear, stuff that's clearly targeted at the DM who knows what he's doing and uses published materials as sources of inspirations, insights and components to his own campaigns. We don't need more continent-sized campaign settings with-weird-metaplots, more PrCs, feats and stuff, unless they are WAY out there and really constructive on the inventive side of things. Like Monte Cook's upcoming published houserules, for instance (he just confirmed today that he will publish them at the request of the fans).
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Post by Brix on Dec 4, 2007 1:44:04 GMT -5
Montes House Rules? Cool Thanks for the link. I'm currently working on the news component for the site. As soon as it's finished (mybe today) it will be one of the first news.
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Post by brasten on Dec 7, 2007 17:48:06 GMT -5
An interesting question to be sure. Clearly we have two targets, Players and DMs. Coming out of Wizards we have seen a glut of Player focused content, stuff that should really have remained with the DM. The explosion of PrCs is the big one. Even back in 2003 when 3e was revised with 3.5 PrCs were supposed to be a DM tool to enhance a world and organizations. The complete books blew that concept out of the water and made PrCs seem more like a Player right.
Since any 3.75 will not be put out Wizards we can ignore their ideas of what constitute product. What I would like to see from future products are digestible modular fluff, correct applications of existing material (Enemies and Allies v2 anyone?), and toys* for players. By toys I mean smaller and less drastic things then new super-feats, hyper-spells, and uber-PrCs. A good example of a toy would be something like that net ball thing in the Arms and Equipment Guide, power components for spells, and small things that PCs can *invint* in-game with crafting skills or a DM can drop into play without having to justify a whole new organization/deity that doesn't exist.
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Post by stereofm on Jan 15, 2008 15:40:29 GMT -5
I would like a revised PHB equivalent to fix the most common bugged rules (grappling).
And then ... ADVENTURES !!!!! LOTSA !
And Monster Manuals ... you never have too many monsters. ;D
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