Complete Adventurer, skills and... adventuring

One thing I would like from Complete Adventurer is a section of new "special" items. Nothing magical and no weapons or armor. Just new mudane and alchemal items. Stuff akin to tanglefoot bags, caltrops, crowbars... new stuff.

Another thing would be a section for bartering. Not everything is traded in gold coins. A nice, expanded section of crunch and fluff on bartering and general trading would be nice. New items to barter, estimated prices, weight for the items.

A third part of Complete Adventurer that I would like, although wouldn't want to much time and space spent on it, would be some elaboration on carrying capacities. I've played in many games where players have one mundane 'backpack' which function a lot like a bag of holding type 4 without the side effects. That is to say, the DM will keep track of 'total weight' the character is carrying against their total carrying capacity. You know, light, medium, heavy loads and all. But all of that weight just goes into that single 'backback'. Bedroll, weapons, gold, potions, scrolls, magic items (that aren't worn), portable ram; everything. I guess it's up to a DM sorta to enforce this, but it would be nice to have some more rules for container capacity and what not.
 

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A lot of the things y'all are hoping for are things most GM's probably already have done for their campaign....like you said WotC may chime in their 2 cents worth, but that won't help much in existing campaigns....I'd really like to see more stuff about Rogues...better PrC's..the stuff I have seen is pretty weak...I'd like to see a cool sorcerous rogue...a cool psionic rogue....an actual Bard that is useful, more than as a role-play class...some flavor as to party makeup...different ideas on how to play characters in the context of a group....I'd love to see a useful Druid....Druids and Rogues are very setting specific....how about a Rogue who is not jus great in a low level city setting....all kinds of new things abound..
 

Patman21967 said:
A lot of the things y'all are hoping for are things most GM's probably already have done for their campaign...
I've barely got enough time to prep for each week's game. I certainly don't have the time to develop every little nit from scratch. Give me a book with some half-way play-tested ideas.
 

Mercule said:
Specifically, I'd like to see a Noble class. This isn't a reprint, it's something that hasn't been in any product before.

A discussion of taxes, tithes, etc. would be nice, too. Along with that should be some information on various guilds (thieves', adventurers, merchants, etc.) a character could join and how that could impact the campaign.

How about some information on ways to handle commerce -- specifically, buying and selling magic items and other loot -- in a campaign would be excellent. Yeah, I know I can handle it however I want, but what does WotC recommend?
What does any of this have to do with being a Complete Adventurer? They should include the stuff you want in Complete Townsfolk.

What can a Noble do that an Aristocrat cannot?
 

Heh, maybe so. I'd really love to see more ideas on what one does with the loot once it's gathered. For guilds, I think these are great sources of adventures and I was thinking primarily of the classic "Adventurers' Guild", like the one in Greyhawk. As far as taxes, etc. go, what I was really trying to get across was that I'd like to see some ideas on perks, etc. that the PCs could spend money on -- things that aren't really adventuring equipment, but are still things PCs might like.

What I'd like to see is a chapter (or part of the "Adventuring" chapter) devoted to "After the Adventure" and ways to make downtime more than "okay, you sell your loot, heal up, and head back in".

As far as Nobles go, there is a Noble in both Star Wars and Wheel of Time. It's a fair archetype for an adventurer. It would stand above Aristocrat the same way the Fighter stands above the Warrior.
 
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Mercule said:
As far as Nobles go, there is a Noble in both Star Wars and Wheel of Time. It's a fair archetype for an adventurer. It would stand above Aristocrat the same way the Fighter stands above the Warrior.

There is already a "Noble's Handbook" out by Green Ronin.
 

I believe the Wheel of Time and Dragonlance sourcebooks both offered a noble class as well. They tend to be pretty limp though--you're playing a rich man who's a poor-man's rogue, so to speak.

I really hoped one of the new base classes in Complete Adventurer would be a sage or perhaps a face-man (the negotiator class from D20 Modern has some really cool abilities to lend to D&D). Instead, we're getting what? A ninja to complete the Oriental Adventures circuit, and a scout. Now what the heck can a scout do that a ranger or rogue or ranger/rogue can't do? The answer should be nothing, since those two base classes should cover their niches as well as any class possibly can.

I assume there will also be a third base class, but I don't recall hearing any word on that. Anyone have any rumors or spoilers to drop?
 


Turjan said:
There is already a "Noble's Handbook" out by Green Ronin.
And that mean WotC can't put one out because...? I really am not interested enough to buy a whole book on the class. But, using a couple of pages in "Complete Adventurer" seems like a good fit. Especially since, as I said, the scout is pretty redundant with both the ranger and at least one rogue variant in "Unearthed Arcana".
 

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