Remathilis
Legend
I'd like a very light, almost under-defined core, akin to what 1e provided.
What I'd like to see:
1.) A small list of "sample" core deities to form a generic pantheon, akin to 4e's lot (Pelor, Bane, Raven Queen, etc). Individual settings can use other deities if they wish.
2.) A vague "Great Wheel" cosmology: Celestia, Arborea, Hell, Abyss, Elemental Planes, Limbo, etc. Just enough to give planar beasties somewhere to live, but leave the real planescapy stuff (Sigil, Blood War, Factions) to the Planar/Planescape book.
3.) Named Spells (Melf's Acid Arrow), items (Heward's Handy Haversack) and artifacts (Mace of Cuthbert).
4.) Iconic modules/dungeons given a "generic" treatment like they did before: Tomb of Horrors, Sunless Citadel, etc.
5.) A bit of generic fluff for monsters that can be ignored or revised if so chosen (Death Knights are fallen paladins, minotaurs serve Baphomet, etc.)
What I DON'T want:
1.) Countries, Towns, and Kingdoms: I don't need a Nentir Vale in the core. Sell a supplement/module if you must. Leave world building to either the DM to homebrew, the settings to sell, or the modules to loosely define.
2.) Intricate History: I don't need God/Primordial wars, fallen Empires, or other very specific info on races.
3.) A Predefined Setting: It worked pretty poorly in 3.5. It STARTED out Greyhawk, but after a while, 3.5 introduced so much stuff NOT found in Greyhawk (new races, Gods, cities, etc) that it hardly seemed useful to say Greyhawk was the setting anymore.
Let Setting be written between the lines, not spelled out in the rules.
What I'd like to see:
1.) A small list of "sample" core deities to form a generic pantheon, akin to 4e's lot (Pelor, Bane, Raven Queen, etc). Individual settings can use other deities if they wish.
2.) A vague "Great Wheel" cosmology: Celestia, Arborea, Hell, Abyss, Elemental Planes, Limbo, etc. Just enough to give planar beasties somewhere to live, but leave the real planescapy stuff (Sigil, Blood War, Factions) to the Planar/Planescape book.
3.) Named Spells (Melf's Acid Arrow), items (Heward's Handy Haversack) and artifacts (Mace of Cuthbert).
4.) Iconic modules/dungeons given a "generic" treatment like they did before: Tomb of Horrors, Sunless Citadel, etc.
5.) A bit of generic fluff for monsters that can be ignored or revised if so chosen (Death Knights are fallen paladins, minotaurs serve Baphomet, etc.)
What I DON'T want:
1.) Countries, Towns, and Kingdoms: I don't need a Nentir Vale in the core. Sell a supplement/module if you must. Leave world building to either the DM to homebrew, the settings to sell, or the modules to loosely define.
2.) Intricate History: I don't need God/Primordial wars, fallen Empires, or other very specific info on races.
3.) A Predefined Setting: It worked pretty poorly in 3.5. It STARTED out Greyhawk, but after a while, 3.5 introduced so much stuff NOT found in Greyhawk (new races, Gods, cities, etc) that it hardly seemed useful to say Greyhawk was the setting anymore.
Let Setting be written between the lines, not spelled out in the rules.