Mac Callum
First Post
MerricB said:I'll be very interested to see what guidelines it gives for Thieves' Guilds - the subject is broad enough to cover in a book of its own (as some people have done), but simple guidelines for a DM to use can be extremely effective. Lots of detail is not always a good thing!
Conversely, consider the more focused approach of the earlier series (and indeed, the original Complete books from TSR!) - there are many aspects to combat, divine magic, arcane magic and adventuring that are missed altogether because the focus is too narrow.
Indeed, to both. If it were up to me there would be a section on Guilds, generally, which are centered around skills. There would be a brief section explaining how mundane Guilds (such as Blacksmiths) might work (for the DM), and then a broader section on skills PCs are more likely to use. There should be general rules for generating Guilds, and then a few samples. For examples, I'd make a Thieves Guild (obviously), a Bardic College, a Royal Exploration Society, a Warrior's Meet, and maybe an Arcane Tower where Wizards, Bards & Sorcerers trade notes, etc.
I really hope they cut down on the Prestige Classes. Those things are such a waste (IMHO). In any books there's maybe one or two that's cool enough to use but I could easily live without. The rest are just wasted pages. Ugh.