This is so I don't hijack Fourecks' thread.
I sort of feel as though classbooks are pretty much done. Some are good, some are bad, and you can always look at a new one for a few new feats or fun new variant rules for something your class is good at -- new uses for turning undead, new rules for doing special things in combat, new ways to make lockpicking exciting. But really, you end up using a few pages out of the classbook, and a lot of times you end up saying, "Um, that's the same spell as in this OTHER classbook, except that in that book it's one level higher and doesn't allow a save."
So, generally or specifically speaking, what do you wish people would write and publish more of?
I THINK that most supplementals are bought by DMs more often than they're bought by players, although I could be remembering that wrong. In that vein, I'd like to see supplementals that are aimed at DMs more specifically.
For example, I'd LOVE to see "Comedy for the Harried DM" -- a PDF that gave DMs a guide for how to run a comedy-heavy campaign. Some players really just want to go crazy and have fun. Sometimes it's with stupid names, sometimes it's with stupid decisions, and sometimes it's with attempts to use spells or attacks in bizarre ways -- chopping off a dragon's horn or using Suggestion to get an Ooze to fall in love with Tapioca pudding. D&D, though, doesn't lend itself well to comedy once the dice start rolling. Things are too lethal. I'd love to see a supplement that introduced Cartoon Rules or something, so that when Giantbane gets stepped on by a Giant Boot, he gets flattened and has to spend a standard action blowing into his thumb to reinflate himself.
Dumb? Sure. But while I wouldn't want to see it every week, I'd love it for a one-shot. And there are different kinds of comedy. This book could give DMs a guide on how to make stuff work.
In the same note, I'd love to see a good guide to making D&D work for mysteries. I'd DEFINITELY be interested in a PDF that told me how to make mysteries work in campaigns where Commune is an easy option and one blown Bluff check can instantly reveal the bad guy. A set of new rules, spells or items to ward against divinations, applications of the Investigate skill (from d20 Modern) to D&D, and so forth.
What stuff would you folks be interested in, once you've got all five "The Compleat Quintessential Foo of the Bar: A guide to Class X" books?
-Tacky
I sort of feel as though classbooks are pretty much done. Some are good, some are bad, and you can always look at a new one for a few new feats or fun new variant rules for something your class is good at -- new uses for turning undead, new rules for doing special things in combat, new ways to make lockpicking exciting. But really, you end up using a few pages out of the classbook, and a lot of times you end up saying, "Um, that's the same spell as in this OTHER classbook, except that in that book it's one level higher and doesn't allow a save."
So, generally or specifically speaking, what do you wish people would write and publish more of?
I THINK that most supplementals are bought by DMs more often than they're bought by players, although I could be remembering that wrong. In that vein, I'd like to see supplementals that are aimed at DMs more specifically.
For example, I'd LOVE to see "Comedy for the Harried DM" -- a PDF that gave DMs a guide for how to run a comedy-heavy campaign. Some players really just want to go crazy and have fun. Sometimes it's with stupid names, sometimes it's with stupid decisions, and sometimes it's with attempts to use spells or attacks in bizarre ways -- chopping off a dragon's horn or using Suggestion to get an Ooze to fall in love with Tapioca pudding. D&D, though, doesn't lend itself well to comedy once the dice start rolling. Things are too lethal. I'd love to see a supplement that introduced Cartoon Rules or something, so that when Giantbane gets stepped on by a Giant Boot, he gets flattened and has to spend a standard action blowing into his thumb to reinflate himself.
Dumb? Sure. But while I wouldn't want to see it every week, I'd love it for a one-shot. And there are different kinds of comedy. This book could give DMs a guide on how to make stuff work.
In the same note, I'd love to see a good guide to making D&D work for mysteries. I'd DEFINITELY be interested in a PDF that told me how to make mysteries work in campaigns where Commune is an easy option and one blown Bluff check can instantly reveal the bad guy. A set of new rules, spells or items to ward against divinations, applications of the Investigate skill (from d20 Modern) to D&D, and so forth.
What stuff would you folks be interested in, once you've got all five "The Compleat Quintessential Foo of the Bar: A guide to Class X" books?
-Tacky