Li Shenron said:
You forget that basically the core cleric "heals, fights and wizs"
True enough, but I usually have a hard time convincing a player to CHOOSE cleric...
Li Shenron said:
I instead disagree with you about feats. If well conceived, there are never enough of them, and new ones always bring something extra to the game.
I suppose I'm just sick of "crunch". It's an escalation of power, with each new book trying to top the last book. The contents of a book have to be percieved as valuable in order for a player to purchase it, and books with "crunch" relatively the same in power are not usually thought of as valuable. So you have to beef it up a bit...
Also, I'm a DM, and that has alot to do with it too. I feel there's a lack of product that is targeted to helping DMs design fun, challenging, and memorable encounters and campaigns. Something to help get the juices going with that homebrew, or fresh ideas for whatever campaign world you are running.
I'm not talking about just a book of encounters with monster and trap stats. I'd like something that has
style. I'm always trying to hit a mood in my games, and that can be difficult - some hints about that would be nice. Ideas on how to avoid the standard cliches would be good, or how to turn them on their ear would be even better. I've been DMing D&D for over ten years - how about something for the DMs who have been around a while from people who have been around even longer? Practical tips and tricks to get players to
feel like part of your world would be great! Even after all this time, I still feel like one or two of the players just don't get it. I'd like tips on developing a DM style - something to make the games memorable, not just a string of monster treasures.
I'd like ideas on how to use the mechanics of the game in a more fluid manner - combat always seems to drag on. Tips on plot threading, episodic style, and creating memorable, but not distracting, sub-plots would be awesome. How do other DMs handle NPCs? Data management? Character backstory? How do they deal with the issues of creating characters at higher levels? How do they handle high level games period? What about creating low level games with a real sense of danger? What about preserving a character's "theme" through the levels?
Man, I could go on and on... but I suppose it's just wasting bandwidth. I suppose there just isn't the market size large enough to sell a book like that - targeted to what amounts to one fifth of the D&D market. In reality though, all players would benefit from a tome of such information. Perhaps in a trickle-down theory, it might bring in some fringe gamers who become interested when the other players rave about how cool their game is, but who knows. Anyway, I'm sick of books full of PrCs, feats, spells and items. Every book looks the same to me, just with different little pictures.