MerricB said:
Consider also that Wizards considers 3e books to be mostly compatible with 3.5e. We *also* haven't seen a reprint of the Manual of the Planes (one of the best-received 3e books).
The ongoing argument of "innovation is good" generally boils down to "innovating away from D&D is good" and is utterly against my interests and the interests of Wizards, and only serves a minority of people.
That's the problem with Iron Heroes, despite Mike's best intentions: it requires all PCs and character-based NPCs be Iron Heroes-based. Magic Items (a core part of the normal D&D experience) are sidelined.
(Indeed, if it doesn't have notes for adapting prestige classes, then a great deal of the four most popular D&D supplements, the Complete series, is also made useless).
One of the fascinating things about both the Expanded Psionics Handbook and Magic of Incarnum is the way they just slot into D&D without upsetting anything. (Compare to the Complete Priest's Handbook back in 2e, which required you to redesign the cleric class and all the gods to use its rules!)
Cheers!
Darn you SBMC, I was going to quote that too and you beat me to it. Quoted for Truth.
That last bit that MerricB put up is very important IMO. The fact that I can (usually) pick up any WOTC product and be fairly certain that I can use it with any other WOTC product without a great deal of work is one of the main benefits of buying only WOTC. Sure, it might lead to more "bland" works, that's true, but, then again, the idea of "bland" depends on the buyer as well.
To someone who is new to the game, the magic system in DnD is not bland or vanilla. It's new and interesting and, above all, it WORKS. Someone with say, less than 5 years gaming experience, doesn't need an entirely new magic system. It's very doubtful he's gotten his full run with the existing one.
By ensuring that their products hang together and are (more or less) compatible with all their other products, WOTC does make life a lot easier on the newer gamer. If the newer gamer has to rewrite, edit and rework a book to make it function, then most people will stop gaming. That's what we saw in the 2e days. Book after book that contradicted everything before it and no guidance as to how to fit things together.
New gamers don't need alternatives that may or may not work as advertised.
Something that baffles me about all of this. If I were to publish a book with typos and editting errors every ten pages, no one would buy it. If I were to make a video game where there were major bugs every ten minutes, I'd get hosed. If I made a board game where the players were expected to rewrite the rules constantly, it would never sell. Why, then, is it considered acceptable to inflict gaming books on the market that have mechanical and language errors throughout?