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BECMI for 5e?
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<blockquote data-quote="Jer" data-source="post: 7629037" data-attributes="member: 19857"><p>I actually think the boxed sets having new rules is something that on a case-by-case basis is fine - so long as the reason for it makes sense for the target audience. I also think duplicating those rules in another book - if it's appropriate - is also fine. The sidekick rules, for example, fill a need that is really common among folks who are trying to learn the game, which is that it's often easy to get one other person to buy in and try something, but getting a whole group together is harder. The sidekick rules are perfect for the audience that the set is being aimed at for that reason. Later if they get incorporated into some future sourcebook of fiddly rule bits that would be fine as well - much like how monsters from adventures will end up in future monster compilations. There's a value to having rules in a compiled book even if it comes at the expense of having them show up multiple times.</p><p></p><p></p><p></p><p>I like the idea of having the Explorer's box races and classes be the "woodland" ones - I actually hadn't given that much thought to what should be in there, but that's a good thought. The Seafarer's box is an interesting idea too.</p><p></p><p>Another one that came to me right after I posted would be a "Planeswalker Kit". It could take the characters from levels 11-15 and bring them out into the planes. Or maybe an "Underdark Kit" that could explore the deeps and get into lore (via adventures) about the drow and the duergar and other deep dwellers. And I might even include pre-gen characters so that even if you haven't been playing a campaign through the box sets you could still pick it up and run it as its own game. It may be the only way some folks would ever actually get to play in a high level game, given how campaigns generally peter out before people get to the higher levels...</p></blockquote><p></p>
[QUOTE="Jer, post: 7629037, member: 19857"] I actually think the boxed sets having new rules is something that on a case-by-case basis is fine - so long as the reason for it makes sense for the target audience. I also think duplicating those rules in another book - if it's appropriate - is also fine. The sidekick rules, for example, fill a need that is really common among folks who are trying to learn the game, which is that it's often easy to get one other person to buy in and try something, but getting a whole group together is harder. The sidekick rules are perfect for the audience that the set is being aimed at for that reason. Later if they get incorporated into some future sourcebook of fiddly rule bits that would be fine as well - much like how monsters from adventures will end up in future monster compilations. There's a value to having rules in a compiled book even if it comes at the expense of having them show up multiple times. I like the idea of having the Explorer's box races and classes be the "woodland" ones - I actually hadn't given that much thought to what should be in there, but that's a good thought. The Seafarer's box is an interesting idea too. Another one that came to me right after I posted would be a "Planeswalker Kit". It could take the characters from levels 11-15 and bring them out into the planes. Or maybe an "Underdark Kit" that could explore the deeps and get into lore (via adventures) about the drow and the duergar and other deep dwellers. And I might even include pre-gen characters so that even if you haven't been playing a campaign through the box sets you could still pick it up and run it as its own game. It may be the only way some folks would ever actually get to play in a high level game, given how campaigns generally peter out before people get to the higher levels... [/QUOTE]
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