Celebrim
Legend
In that case there really is no such thing as "complete" D&D rules -- or any RPG for that matter. But taking the argument that direction only serves to divert from the real point: D&D, even 3E and 4E, even in their current system forms, could be done, and done "completely" in 200 pages or less.
Which returns us to my first claim, which I thought critical enough to give it its own paragraph:
"It depends very much on what you mean by complete."
By my understanding of the word 'complete', what you are asking for is an incomplete version of the rules which would nonetheless, contain a sufficient subset of the rules to allow a narrow range of play for a new player or group to wet their feet.
Now, clearly that idea is attractive to you, but I confess I'm not entirely sure why you want that or what you see in it. I get irritated by systems that are clearly incomplete and require you to buy an endless array of supplements to get a complete game. I'd rather buy a tome that is sufficiently thick and detailed that the supplements are strictly optional.
But again, the quibble here over what 'complete' means is over I think how we define what rules are not really essential to and critical for play. For my perspective, for example, 3rd edition was the first attempt at a complete set of game rules. Earlier editions left much of the game rules up to the individual DM to work out for himself and then force onto the players by his authority. I starting reading through the 3e Player's Handbook and went, "OMG, we are finally going to have formal rules for fatigue!!!" I don't think I'm the only 1e DM who was frustrated with the silence of the rules on acts of endurance, and by rules lawyers that always insisted that per the rules they would never get tired and be utterly fresh no matter how long they forced marched their characters through the driving rain, in the dark, across rugged terrain.
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