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<blockquote data-quote="Jester David" data-source="post: 7027925" data-attributes="member: 37579"><p>If you want crunch, limited crunch is better than no crunch. </p><p></p><p></p><p><em>Sword Coast Adventurer's Guide</em> was pretty useless to me, as I play homebrew. But it was fun to read. I've paid more for less interesting books. And one of my players is almost certain to pick the swashbuckler rogue, so it will see actual play at my table, which is more than I can say about a third of my Pathfinder hardcovers or many other RPG books I've purchased over the years. </p><p> </p><p><em>Volo's Guide to Monsters</em> was great as a DM, giving me lots of ideas for adventures. Even if I hadn't turned to the last half of the book with the monster statblocks, it would likely have a larger impact on my campaign than the DMG and <em>Tome of Beasts</em> combined. </p><p>Really, you only ever need 60 monster: a sneaky monster, a tough monster, and a caster monster for levels 1 through 20. If even that, given monster chart by level in the back of the DMG. It's the lore and stories of a monster than make them interesting, that make you want to use them at your table.</p><p></p><p></p><p>I like reading RPG books for fun. With fewer D&D books, I just buy other systems' books.</p><p>I can read and theorycraft to my heart's content. </p><p>And for all intents and purposes, it has as much impact on my game as most releases for 3e and 4e did back when I was playing those editions.</p><p></p><p></p><p>Not sure how they're related.</p><p>The D&D team slowed down their release schedule back in 2011 for the final years of 4e and kept it slow during the first couple years of 5e, well before the DMsGuild was a thing. </p><p></p><p>Also, your analogy is flawed. Just because the DMsGuild is unofficial doesn't make it crappy. There's nothing magically about the team at WotC that makes their content somehow inherently superiour. This discussion is taking place in a thread about the ranger after all.</p><p></p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite12" alt="o_O" title="Er... what? o_O" loading="lazy" data-shortname="o_O" /></p><p>Between clerics and wizards alone there are way more subclasses than barbarian, rogue, fighter, and ranger. Combined. </p><p>There are currently 24 or 25 full caster options. Even if you lose a character every five levels and end campaigns at level 15, that's enough for eight campaigns. Playing weekly and levelling every 2 1/2 sessions, that's enough content for five-and-a-half years of gameplay. Just what we have in hardcover books already. WotC simply does not need to double that every year or six months. That's needless. That's content for the sake of content. </p><p></p><p>If they do release a big book of subclasses this fall with just 100 pages of new subclasses, that's probably all the subclasses we'll ever need for 5e. That's functionally enough content for the entire lifespan of the game. Any additional content is largely mastabatory. And likely subject to diminishing returns and weaker sales. </p><p></p><p></p><p>Depends on the theme of the book. I'm sure it won't be "the big ass book of crunch." That's boring. And it's not going to be "PHB 2". It will have some kind of hook that identifies it. </p><p></p><p>Even if it's something simple like "<em>The Adventurer's Handbook</em>" it might contain advice on adventuring: basic strategies and tactics. Lighting, food, setting watch, mapping, marching order, etc. Expanded rules and options for exploring. Hexploration. Advice on designing characters to fit certain party roles. Maybe some famous adventuring companies, detailing mercenary companies, assassins' guilds, bardic colleges, wizards academies, thieves' guilds, etc. Maybe some sample organizations of those types from the Realms.</p><p></p><p>And that's just one idea. It could be a Hacker's Guide, Dungeon/Wilderness Survival Guide, Psionics Handbook, Planar Heroes Handbook, Volo's Guide to Adventurers, etc.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7027925, member: 37579"] If you want crunch, limited crunch is better than no crunch. [i]Sword Coast Adventurer's Guide[/i] was pretty useless to me, as I play homebrew. But it was fun to read. I've paid more for less interesting books. And one of my players is almost certain to pick the swashbuckler rogue, so it will see actual play at my table, which is more than I can say about a third of my Pathfinder hardcovers or many other RPG books I've purchased over the years. [i]Volo's Guide to Monsters[/i] was great as a DM, giving me lots of ideas for adventures. Even if I hadn't turned to the last half of the book with the monster statblocks, it would likely have a larger impact on my campaign than the DMG and [i]Tome of Beasts[/i] combined. Really, you only ever need 60 monster: a sneaky monster, a tough monster, and a caster monster for levels 1 through 20. If even that, given monster chart by level in the back of the DMG. It's the lore and stories of a monster than make them interesting, that make you want to use them at your table. I like reading RPG books for fun. With fewer D&D books, I just buy other systems' books. I can read and theorycraft to my heart's content. And for all intents and purposes, it has as much impact on my game as most releases for 3e and 4e did back when I was playing those editions. Not sure how they're related. The D&D team slowed down their release schedule back in 2011 for the final years of 4e and kept it slow during the first couple years of 5e, well before the DMsGuild was a thing. Also, your analogy is flawed. Just because the DMsGuild is unofficial doesn't make it crappy. There's nothing magically about the team at WotC that makes their content somehow inherently superiour. This discussion is taking place in a thread about the ranger after all. o.O Between clerics and wizards alone there are way more subclasses than barbarian, rogue, fighter, and ranger. Combined. There are currently 24 or 25 full caster options. Even if you lose a character every five levels and end campaigns at level 15, that's enough for eight campaigns. Playing weekly and levelling every 2 1/2 sessions, that's enough content for five-and-a-half years of gameplay. Just what we have in hardcover books already. WotC simply does not need to double that every year or six months. That's needless. That's content for the sake of content. If they do release a big book of subclasses this fall with just 100 pages of new subclasses, that's probably all the subclasses we'll ever need for 5e. That's functionally enough content for the entire lifespan of the game. Any additional content is largely mastabatory. And likely subject to diminishing returns and weaker sales. Depends on the theme of the book. I'm sure it won't be "the big ass book of crunch." That's boring. And it's not going to be "PHB 2". It will have some kind of hook that identifies it. Even if it's something simple like "[I]The Adventurer's Handbook[/I]" it might contain advice on adventuring: basic strategies and tactics. Lighting, food, setting watch, mapping, marching order, etc. Expanded rules and options for exploring. Hexploration. Advice on designing characters to fit certain party roles. Maybe some famous adventuring companies, detailing mercenary companies, assassins' guilds, bardic colleges, wizards academies, thieves' guilds, etc. Maybe some sample organizations of those types from the Realms. And that's just one idea. It could be a Hacker's Guide, Dungeon/Wilderness Survival Guide, Psionics Handbook, Planar Heroes Handbook, Volo's Guide to Adventurers, etc. [/QUOTE]
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