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<blockquote data-quote="GreenTengu" data-source="post: 7687209" data-attributes="member: 6777454"><p>I think this snails-pace release schedules is going to come back and bite them. People are getting bored with the edition already with little to chew on. Their adventure books are good for around 5-6 sessions. But with groups that meet once a week, that means they will get used up in less than 2 months. Having 6 months between releases just doesn't cut it.</p><p></p><p>TSR didn't have that slow of a release schedule. They had their monthly magazines with 3 or so published adventures every month. Considering the vast library that is available over 4 previous editions, I can't imagine it is hard to go pick out forgotten gems and convert them up to being 5E adventures. Maybe even combing some of them so that they get a new twist so that the 2-3 people who actually remember them can feel like there is something new there.</p><p></p><p>Moreover, only a few months ago there were polls that demonstrated that what a lot of people want to play isn't in the game yet.</p><p>People want to play goblins, aasimar, hobgoblins, catfolk, thri-kreen, gith (zerai & yanki), kobolds, gnolls, lizardfolk, half-ogres, revenants and pixies as races... many of those aren't all that far out there, no more so than Tieflings and Dragonborn at least, but things that are pretty universal across all worlds.</p><p></p><p>Furthermore, an interest in an Alchemist/Artificer class, a Shaman class and something that properly replaces the Warlord without being 90% Fighter are also in demand.</p><p>Really, it probably wouldn't even matter if most of the mechanics were the same. Even if they generally came across as "hey, this is sort of a Class X/Class Y multiclass with many of the abilities cut out or weakened and the others combined", it would probably be enough to please some people. It'd be a lot less lazy than some of the "classes" 1st and 2nd edition put out.</p><p></p><p>And the game could probably use a few more feat options if we are being honest. Some of the current subclasses are just downright broken to the point of seemingly unplayable or forced into a very, VERY specific build (strength-based Fighter of any sort is an excellent example where you are forced to take great weapon master, buy the most expensive armor in the game and use a two-handed weapon to be remotely feasible compared to a Dex build) or feel like they are required to multiclass to function (Warlocks seem to ALWAYS take one level of Fighter), so maybe a few feats targeted at fixing these things or expanding their viability or... something.</p><p></p><p>Anyway, I don't see why these sorts of player option need to be buried in adventure path book.</p><p>Yeah, putting out separate books for every class which were only useful to a small number of players was a terrible idea. But, honestly, in the PHB each race takes up maybe 3 pages, each class maybe 5. So even if all 12 races and 3 classes were in the same book, that is less than 50 pages of actual content. And, really, a lot of those races will take up a lot less space space due to the fact that they wouldn't lend themselves to explicit subraces. Maybe another 5 pages are so are devoted to new spells, maybe 3 pages to new equipment options. And then whatever art and garbage padding they want to use to fill up the rest of the book.</p><p></p><p>Honestly, it means one could put together a proper Expanded Player's Options book that would be half the size of one of their adventure paths and pretty much everyone (not just the DM) who would have the slightest interest in trying out a new race or new class or new spell would have some reason to buy.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7687209, member: 6777454"] I think this snails-pace release schedules is going to come back and bite them. People are getting bored with the edition already with little to chew on. Their adventure books are good for around 5-6 sessions. But with groups that meet once a week, that means they will get used up in less than 2 months. Having 6 months between releases just doesn't cut it. TSR didn't have that slow of a release schedule. They had their monthly magazines with 3 or so published adventures every month. Considering the vast library that is available over 4 previous editions, I can't imagine it is hard to go pick out forgotten gems and convert them up to being 5E adventures. Maybe even combing some of them so that they get a new twist so that the 2-3 people who actually remember them can feel like there is something new there. Moreover, only a few months ago there were polls that demonstrated that what a lot of people want to play isn't in the game yet. People want to play goblins, aasimar, hobgoblins, catfolk, thri-kreen, gith (zerai & yanki), kobolds, gnolls, lizardfolk, half-ogres, revenants and pixies as races... many of those aren't all that far out there, no more so than Tieflings and Dragonborn at least, but things that are pretty universal across all worlds. Furthermore, an interest in an Alchemist/Artificer class, a Shaman class and something that properly replaces the Warlord without being 90% Fighter are also in demand. Really, it probably wouldn't even matter if most of the mechanics were the same. Even if they generally came across as "hey, this is sort of a Class X/Class Y multiclass with many of the abilities cut out or weakened and the others combined", it would probably be enough to please some people. It'd be a lot less lazy than some of the "classes" 1st and 2nd edition put out. And the game could probably use a few more feat options if we are being honest. Some of the current subclasses are just downright broken to the point of seemingly unplayable or forced into a very, VERY specific build (strength-based Fighter of any sort is an excellent example where you are forced to take great weapon master, buy the most expensive armor in the game and use a two-handed weapon to be remotely feasible compared to a Dex build) or feel like they are required to multiclass to function (Warlocks seem to ALWAYS take one level of Fighter), so maybe a few feats targeted at fixing these things or expanding their viability or... something. Anyway, I don't see why these sorts of player option need to be buried in adventure path book. Yeah, putting out separate books for every class which were only useful to a small number of players was a terrible idea. But, honestly, in the PHB each race takes up maybe 3 pages, each class maybe 5. So even if all 12 races and 3 classes were in the same book, that is less than 50 pages of actual content. And, really, a lot of those races will take up a lot less space space due to the fact that they wouldn't lend themselves to explicit subraces. Maybe another 5 pages are so are devoted to new spells, maybe 3 pages to new equipment options. And then whatever art and garbage padding they want to use to fill up the rest of the book. Honestly, it means one could put together a proper Expanded Player's Options book that would be half the size of one of their adventure paths and pretty much everyone (not just the DM) who would have the slightest interest in trying out a new race or new class or new spell would have some reason to buy. [/QUOTE]
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