D&D 5E What would be your preferred format for the core rules of 5E?

What is your preferred format for the core rules of 5E?

  • The Holy Trinity all the way (PHB, DMG, MM)

    Votes: 61 54.5%
  • Single hardcover (ala Pathfinder)

    Votes: 17 15.2%
  • Box set(s)

    Votes: 10 8.9%
  • All of the above!

    Votes: 12 10.7%
  • Other (explain)

    Votes: 12 10.7%

I'd like to see the first book be a single volume. A little like Pathfiner but more like the Rules Cyclopedia. It has all the core rules needed to play, the basic classes in their most simple implementation, the basic races, as well as DM rules, and enough monsters to get to level 5.
This should be "Basic" D&D with no subclasses (a default is chosen the bonuses are just worked into the classes) and no backgrounds (again, the bonuses are assumed and worked into the class).

So you can pick up this one book (or receive it as a gift) and have everything you need to play for months. And if you pick up the Monster Manual you can play for years.

Then, after the RC, there's the big three: Monster Manual first followed by Player's Handbook and Dungeon Master's Guide.
For completist sake, the Monster Manual probably has to include the monsters from the Rules Cyclopedia. Because you don't want to have to check two books to find which one has an "orc". Which was a problem with the Basic D&D Creature Catalogue.
The big difference would be that the PHB wouldn't reprint the core rules, the "How to Play" section as that's in the Rules Cyclopedia. But the PHB isn't any smaller and instead contains more options, rules modules, feats, subclasses, races, etc.
The DMG is also more akin to Unearthed Arcana and chock full of optional rules as much as advice and rules on playing the game.

This makes it easier to get into the game as you only need a single book instead of three. And people who want a simple freeform game don't have extra content. But people can opt into the extra content via the PHB.
While the "Advanced" players will need to buy four books, they're essentially getting the first accessory as part of the PHB, so they're picking-up the same number of books. And the RC becomes optional once you memorize the base rules, so it can sit on a shelf. So you might be carrying around fewer books.

DM advice is mostly pulled from the DMG. Instead, that can go on the website. Mike Mearls has been talking about that (and they could/should get started at any time since that needs to be ready for launch and could be handy RIGHT NOW). Set up a big database of DM advice with tags and wiki-like entries on dealing with assorted subjects. FAQs on the rules. Advice on dealing with different types of player and solving problems.

The "starter kit" boxed set also does not need to exist. This was fine back in 1983 but the world has changed. For a giftable product stick with the Rules Cyclopedia.
To get curious newbies into the game, the best idea is free stuff on the website. This might work best as something designed for new players and not just a few PDFs of early products. Something designed for the website. And FAQ on what the game is, a walkthrough of character creation, and a few starter characters and adventures.
 

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I voted "other." As I've advocated in the past, I'm looking for a BECMI-esque (as I understand it since I never got to experience that era) type publication scheme. My big deviation from BECMI is that I'm not looking for limits placed on level advancement, only on game complexity.

3 tiers of rulebook - "Basic," "Standard" and "Advanced"

All 3 flavors as standalone books, plus the "Basic" book in a "red box" configuration.

-Basic - Core rules for players and DMs. Enough to serve as an introduction to RPGs AND also enough for players who want rules-light play to use this and nothing else. Get this if you're new or like minimalist rules.

-Standard - Content of the Basic book, plus the most common optional stuff like skills, maybe feats and tactical combat, etc. Get this if you're the average, experienced player/DM.

-Advanced - Can skip the core rules on the assumption that you have one of the previous books. The content here would be purely additional, optional rules. Get this if you want to add the less common/more complicated optional rules.

-Standalone Monster Manual. Get this if you're going to DM your own adventures or modify published ones.


In this model, new players/DMs get a relatively inexpensive book to start out. The rules-light crowd gets the same benefit. Experienced players/DMs will have to fork over a little more (which they're apt to do anyway) for more content. Players/DMs looking for more game complexity will have to shell out more still (which they're apt to do anyway). DMs will probably want to invest in the MM (which is still nothing new).

The one downside I see to my model is when a new player starts with Basic, decides he/she wants more and buys the Standard book (which has the redundant core rules of the Basic book). Fortunately, the Basic book -- having more longevity than a watered-down introductory product that only lasts until the included adventure is done -- should have some resale value to help defray the cost of an upgrade.
 

I couldn't answer.

The only box sets I've ever read are campaign settings. When it comes to core books, what is the appeal? (This isn't meant to be negative, I actually haven't seen one of those things.)
 

I answered even though I'm not at this point likely to invest in the next D&D iteration - I'd prefer a single book or boxed set (the latter only if it's considerably doable and comes with doodads and extras like dice, character sheets, a screen, whatever). I'm very much over the "Requires an investment of three hardcover books to play." It's a legacy feature and it's only benefit is that it (theoretically) makes WotC more money.
If they absolutely have to sell multiple rule books, I'd prefer (And I've stated this before) two books - a player's guide that has full chargen, equipment, spells, skills/feats (if that's a thing), and - most importantly - all the rules needed for play of the game. And then a GM/Referee's book which has npc stuff, worldbuilding, the obligatory chapter on how to run a game, corner case rules, some optional rules (maybe), environmental stuff, (a bunch of how to stuff in essence, much like any DMG of the past), and then a nice juicy bestiary in the back.
 

As the question was "core", and that is the entry product, then some form of easy to lay and set up format.

Given the love of the redbox, that would seem to be the obvious choice...has a good format history, sits well in big box retailers, is as close as can be a mass market product release.
 

I'd like to see the first book be a single volume. A little like Pathfiner but more like the Rules Cyclopedia. It has all the core rules needed to play, the basic classes in their most simple implementation, the basic races, as well as DM rules, and enough monsters to get to level 5.
This should be "Basic" D&D with no subclasses (a default is chosen the bonuses are just worked into the classes) and no backgrounds (again, the bonuses are assumed and worked into the class).

So you can pick up this one book (or receive it as a gift) and have everything you need to play for months. And if you pick up the Monster Manual you can play for years.

Then, after the RC, there's the big three: Monster Manual first followed by Player's Handbook and Dungeon Master's Guide.
For completist sake, the Monster Manual probably has to include the monsters from the Rules Cyclopedia. Because you don't want to have to check two books to find which one has an "orc". Which was a problem with the Basic D&D Creature Catalogue.
The big difference would be that the PHB wouldn't reprint the core rules, the "How to Play" section as that's in the Rules Cyclopedia. But the PHB isn't any smaller and instead contains more options, rules modules, feats, subclasses, races, etc.
The DMG is also more akin to Unearthed Arcana and chock full of optional rules as much as advice and rules on playing the game.

This makes it easier to get into the game as you only need a single book instead of three. And people who want a simple freeform game don't have extra content. But people can opt into the extra content via the PHB.
While the "Advanced" players will need to buy four books, they're essentially getting the first accessory as part of the PHB, so they're picking-up the same number of books. And the RC becomes optional once you memorize the base rules, so it can sit on a shelf. So you might be carrying around fewer books.

DM advice is mostly pulled from the DMG. Instead, that can go on the website. Mike Mearls has been talking about that (and they could/should get started at any time since that needs to be ready for launch and could be handy RIGHT NOW). Set up a big database of DM advice with tags and wiki-like entries on dealing with assorted subjects. FAQs on the rules. Advice on dealing with different types of player and solving problems.

The "starter kit" boxed set also does not need to exist. This was fine back in 1983 but the world has changed. For a giftable product stick with the Rules Cyclopedia.
To get curious newbies into the game, the best idea is free stuff on the website. This might work best as something designed for new players and not just a few PDFs of early products. Something designed for the website. And FAQ on what the game is, a walkthrough of character creation, and a few starter characters and adventures.

The only part I disagree with is the lack of a need for a starter box, because Toys R Us and Walmart don't sell the needed dice. Which is why I think there should be a starter kit that include the Rules Compendium.
 

The only part I disagree with is the lack of a need for a starter box, because Toys R Us and Walmart don't sell the needed dice. Which is why I think there should be a starter kit that include the Rules Compendium.
I would be very surprised if ToysRUs or WalMart sold the starter set either.

A "starter kit" could easily be done as a boxed set or folio with dice, character sheets, graph paper, tokens, and a wet erase map. Everything else you need to "play" the game. Possibly with a link to the "how to play" section of the website and maybe a coupon code for DnDClassic.com and suggested products.

But the idea of a $20-30 boxed set that gets you started on the game is a bit outdated. The amount of content it can provide is negligible and amount of play experience is limited. Not when you can give that content away free and make it even more accessible to new people.
Better to just get them started with the Core books.
 

I would be very surprised if ToysRUs or WalMart sold the starter set either.

A "starter kit" could easily be done as a boxed set or folio with dice, character sheets, graph paper, tokens, and a wet erase map. Everything else you need to "play" the game. Possibly with a link to the "how to play" section of the website and maybe a coupon code for DnDClassic.com and suggested products.

But the idea of a $20-30 boxed set that gets you started on the game is a bit outdated. The amount of content it can provide is negligible and amount of play experience is limited. Not when you can give that content away free and make it even more accessible to new people.
Better to just get them started with the Core books.

Why is it outdated? Pathfinder, Doctor Who and Star Wars have all had beginner-targetted box sets in recent years - with notable success.

If it's a bare-minimum style beginner set like the recent D&D Essentials box set, then I too would have issues with that - as whoever the product is aimed at, it should still be a self-contained 'complete' game (the Essentials box was palpably not complete).

However, a good quality box set still has the advantage to casual or new gamers of looking like a game rather than a textbook.
 

I expect the Holy Trinity, but voted for one big (hopefully not too big) book, as I know I'll be getting all three.

What I'd like to see is two books, character creation and DM/Bestiary. And maybe a boxed set if it could be produced both cheaply enough and have enough stuff in it to make it worth while.
 

I would be very surprised if ToysRUs or WalMart sold the starter set either.

A "starter kit" could easily be done as a boxed set or folio with dice, character sheets, graph paper, tokens, and a wet erase map. Everything else you need to "play" the game. Possibly with a link to the "how to play" section of the website and maybe a coupon code for DnDClassic.com and suggested products.

But the idea of a $20-30 boxed set that gets you started on the game is a bit outdated. The amount of content it can provide is negligible and amount of play experience is limited. Not when you can give that content away free and make it even more accessible to new people.
Better to just get them started with the Core books.

The starter box I described would include the full Rules Compendium. It would still be the complete game, it would just also come with the dice and such that you described, and probably an adventure or two. It would likely be the starting point for most players, regardless of their experience. And it would likely target the $50 price point.
 

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