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<blockquote data-quote="howandwhy99" data-source="post: 5760009" data-attributes="member: 3192"><p>I've been thinking along these lines for awhile. I do believe the pure <strong>game rules</strong> of D&D could be parsed down to a page, but it's not as if we need to be so limited. I could see 3 or 4 pages more (even 20?) by including paragraphs of explanation after each rule. This would go a long way towards clarifying them for oddities during play. Of course the suggested code creation guidelines could cover multiple large books, but I count those as different than the rules.</p><p></p><p>A Players Handbook too could be about one page, but I don't see it needing to be only a reprint of the rules either. As a handbook I would suggest it offer multiple strategic variants as well as numerous PC record log examples. In this way I would probably swap the current roles of the DMG as guidebook and PHB as rulebook. Plus, none of the PHB beyond the rules would really need be read by any player before beginning. It's almost entirely strategy guide and therefore not about the right way to play the game. Think of it like a strategy guide for Chess, M:tG, or a computer game. It's there as common hints, character building, and walkthrougs if you desire such things.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5760009, member: 3192"] I've been thinking along these lines for awhile. I do believe the pure [B]game rules[/B] of D&D could be parsed down to a page, but it's not as if we need to be so limited. I could see 3 or 4 pages more (even 20?) by including paragraphs of explanation after each rule. This would go a long way towards clarifying them for oddities during play. Of course the suggested code creation guidelines could cover multiple large books, but I count those as different than the rules. A Players Handbook too could be about one page, but I don't see it needing to be only a reprint of the rules either. As a handbook I would suggest it offer multiple strategic variants as well as numerous PC record log examples. In this way I would probably swap the current roles of the DMG as guidebook and PHB as rulebook. Plus, none of the PHB beyond the rules would really need be read by any player before beginning. It's almost entirely strategy guide and therefore not about the right way to play the game. Think of it like a strategy guide for Chess, M:tG, or a computer game. It's there as common hints, character building, and walkthrougs if you desire such things. [/QUOTE]
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