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<blockquote data-quote="GreatLemur" data-source="post: 3689286" data-attributes="member: 28553"><p>To be honest, I <em>prefer</em> WotC's crunch-heavy books. I've got basically no interest in using someone else's fluff (although it sure as hell can be fun to read). That said, there are a hell of a lot of great suggestions, here.</p><p></p><p>Damn, you beat me to that one. I'd really like to see a book explaining that races other than humans can have different cultures (without having to get into the whole "subrace" bit). It might even be especially cool if the cultures offered were (to whatever degree is possible) race-independent: "In your campaign, the Red Scar Nomads might be hobgoblins as we present them here, but here's what might change if you used them as halflings, instead..."</p><p></p><p>(Damn, now I'm actually thinking about a nation of desert-dwelling hobgoblins the work kind of like D&D tusken raiders, with a little bit of fremen thrown in. They could wear full-body outfits of alchemical, moisture-retaining bandages and masks, manufacture weird and powerful drugs, and ride around on big, shaggy, non-sentient, quadrupedal devolved bugbears.)</p><p></p><p>Yeah, both of these are basically vital, in my opinion, particularly the latter one. It could present three or four basic magic level paradigms (say, low magic, "D&D standard" magic, beyond-Eberron high magic, and possibly some variant scenario where it's just divine magic or psionics or something), and sketch out just how basic things like survival, medicine, commerce, entertainment, justice, warfare, and education would be affected. Also, it'd be worth bringing up the results of magical inequalities: Just because one society in a campaign setting is "high magic", don't mean their neighbors are.</p><p></p><p>I'd buy that for the non-alignment section alone. Also, it'd be great to have some alternate alignment systems offered. I'd love to see a D&D version of the various character-advancement-for-following-character's-personality-quirks-and-goals mechanic that's gaining popularity today.</p><p></p><p>This is pretty necessary, yeah. I think it'd be more like "Heroes of Nobility" or "Heroes of Power", though. It's closer to being a genre/situation book than a class book.</p><p></p><p>You stole that right out of my brain. I really dig the idea of a Lovecraft-tyle "Dreamlands" mini-setting that can be added to an existing world. Just, for the love of God, no "when you die in the Dream, you die for real" stuff, or physical gateways into the dreamworld. D&D's Astral Plane has already been rendered meaningless by stuff like that.</p><p></p><p>This sounds damned worthwhile. Given the number of D&D core classes that get some kind of pet as a class feature, we need a few feats or alternate rules to make them less of a freaking burden. Also, we need new animals and animal-equivalents to use in these roles (including things like constructs, outsiders, and even undead). And this would be useful for more than just full-time pets: Remeber that all those summoning spells could get a lot of mileage out of this book, too.</p><p></p><p>I would really dig that.</p><p></p><p>Oh, now that is a deeply bizarre idea. I can't imagine it'd ever happen, but I do think it could actually work, and I'd really love to see the art for such a setting. The civilizations that would develop in such a work (and, for that matter, the environments themselves) should be extremely interesting.</p><p></p><p>Furthermore, I've got to echo the calls for <strong>Heroes of Intrigue</strong> (which, in my mind, could cover mysteries, general non-combat challenges and adventure ideas, and <em>also</em> some PCs-as-political-or-aristocratic-powers material), and monster books on constructs, fey, and savage humanoids. A constructs book would be especially great, and I'm shocked more people haven't asked for it. The possibilities for new construct-making rules, intelligent constructs, magical cyborgs, etc. are absolutely huge (lots of useful stuff for Eberron fans, especially).</p><p></p><p>Also, I think it's downright criminal that we still haven't seen a book devoted to the Far Realms, in spite of the increasing frequency of references to that concept. Such a book would be a goldmine of both crunch and fluff possibilities, detailing not just the environs of the Far Realms themselves, but the impact they have on the Prime Material in terms of invasions, cults, leakages of weird mutagens, etc.</p><p></p><p>Another thing I've been dying for is a dedicated alchemy book. We could really use an Alchemist base class, and a large catalog of new craftable alchemical items. It'd also be nice to get some new, more in-depth alchemy rules, possibly involving the procurement of specific ingrediants rather than just flat GP expenditures. It'd also be nice to throw in some special materials and alchemical treatments for mundane items. I'd like to see some rules for alchemical potion-making, too; while the Brew Potion feat is the domain of spellcasters, it's definitely the sort of thing most people picture alchemists doing. Furthermore, the book could include information on exotic substances (monster parts, rare minerals and plants, etc.) that can be used in alchemy, as spell components, in magic item creation, and so on (note that a lot of MMORPG players are used to the idea of having to collect specific materials in order to craft items or cast certain spells).</p><p></p><p>I might even go so far as to say we could really use a book just on crafting in general, which would detail things like artisans' guilds and setting up a shop to run in between adventures (hey, the Fighter's gotta do <em>something</em> while the Wizard is off scribing all his new spells), as well as offering more in-depth crafting rules. In addition to the possibilities of specific raw materials that I mentioned above, there's definitely a lot more that could be done for a "masterwork" item than a simple +1 bonus. The Black Company campaign setting did some nice work in this regard, but it's definitely something that can be taken farther. I think one thing that the success of MMORPGs has shown is that <em>people dig crafting</em>, even the kids who are more interested in whacking skeletons than roleplaying.</p><p></p><p>The last suggestion I've got is a series of single-book campaign settings, each one under the direction of a single imaginative, appealing, and extremely distinctive artist. I'm talking about folks like <a href="http://www.bromart.com/" target="_blank">Brom</a>, <a href="http://www.hellboy.com/" target="_blank">Mike Mignola</a>, <a href="http://www.keiththompsonart.com/" target="_blank">Keith Thompson</a>, <a href="http://www.waynebarlowe.com/" target="_blank">Wayne Douglas Barlowe</a>, <a href="http://www.guydavisartworks.com/" target="_blank">Guy Davis</a>, <a href="http://www.sheikman.com/" target="_blank">Alex Sheikman</a>, <a href="http://www.waynereynolds.com/" target="_blank">Wayne Reynolds</a>, or any of a hundred young geniuses from <a href="http://gunnerromantic.deviantart.com/gallery/" target="_blank">deviantART</a> and <a href="http://conceptart.org/forums/forumdisplay.php?f=5" target="_blank">ConceptArt.org</a>. A single, focused, blazingly awesome artistic vision and a storm of weird, visually-exciting ideas, harnessed by WotC staff writing and editing. We're all creative people, and WotC has given us loads of raw material to work with. Who needs a setting with "support"? I think there's a lot of possibility in just giving people a <em>spark</em>.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3689286, member: 28553"] To be honest, I [i]prefer[/i] WotC's crunch-heavy books. I've got basically no interest in using someone else's fluff (although it sure as hell can be fun to read). That said, there are a hell of a lot of great suggestions, here. Damn, you beat me to that one. I'd really like to see a book explaining that races other than humans can have different cultures (without having to get into the whole "subrace" bit). It might even be especially cool if the cultures offered were (to whatever degree is possible) race-independent: "In your campaign, the Red Scar Nomads might be hobgoblins as we present them here, but here's what might change if you used them as halflings, instead..." (Damn, now I'm actually thinking about a nation of desert-dwelling hobgoblins the work kind of like D&D tusken raiders, with a little bit of fremen thrown in. They could wear full-body outfits of alchemical, moisture-retaining bandages and masks, manufacture weird and powerful drugs, and ride around on big, shaggy, non-sentient, quadrupedal devolved bugbears.) Yeah, both of these are basically vital, in my opinion, particularly the latter one. It could present three or four basic magic level paradigms (say, low magic, "D&D standard" magic, beyond-Eberron high magic, and possibly some variant scenario where it's just divine magic or psionics or something), and sketch out just how basic things like survival, medicine, commerce, entertainment, justice, warfare, and education would be affected. Also, it'd be worth bringing up the results of magical inequalities: Just because one society in a campaign setting is "high magic", don't mean their neighbors are. I'd buy that for the non-alignment section alone. Also, it'd be great to have some alternate alignment systems offered. I'd love to see a D&D version of the various character-advancement-for-following-character's-personality-quirks-and-goals mechanic that's gaining popularity today. This is pretty necessary, yeah. I think it'd be more like "Heroes of Nobility" or "Heroes of Power", though. It's closer to being a genre/situation book than a class book. You stole that right out of my brain. I really dig the idea of a Lovecraft-tyle "Dreamlands" mini-setting that can be added to an existing world. Just, for the love of God, no "when you die in the Dream, you die for real" stuff, or physical gateways into the dreamworld. D&D's Astral Plane has already been rendered meaningless by stuff like that. This sounds damned worthwhile. Given the number of D&D core classes that get some kind of pet as a class feature, we need a few feats or alternate rules to make them less of a freaking burden. Also, we need new animals and animal-equivalents to use in these roles (including things like constructs, outsiders, and even undead). And this would be useful for more than just full-time pets: Remeber that all those summoning spells could get a lot of mileage out of this book, too. I would really dig that. Oh, now that is a deeply bizarre idea. I can't imagine it'd ever happen, but I do think it could actually work, and I'd really love to see the art for such a setting. The civilizations that would develop in such a work (and, for that matter, the environments themselves) should be extremely interesting. Furthermore, I've got to echo the calls for [b]Heroes of Intrigue[/b] (which, in my mind, could cover mysteries, general non-combat challenges and adventure ideas, and [i]also[/i] some PCs-as-political-or-aristocratic-powers material), and monster books on constructs, fey, and savage humanoids. A constructs book would be especially great, and I'm shocked more people haven't asked for it. The possibilities for new construct-making rules, intelligent constructs, magical cyborgs, etc. are absolutely huge (lots of useful stuff for Eberron fans, especially). Also, I think it's downright criminal that we still haven't seen a book devoted to the Far Realms, in spite of the increasing frequency of references to that concept. Such a book would be a goldmine of both crunch and fluff possibilities, detailing not just the environs of the Far Realms themselves, but the impact they have on the Prime Material in terms of invasions, cults, leakages of weird mutagens, etc. Another thing I've been dying for is a dedicated alchemy book. We could really use an Alchemist base class, and a large catalog of new craftable alchemical items. It'd also be nice to get some new, more in-depth alchemy rules, possibly involving the procurement of specific ingrediants rather than just flat GP expenditures. It'd also be nice to throw in some special materials and alchemical treatments for mundane items. I'd like to see some rules for alchemical potion-making, too; while the Brew Potion feat is the domain of spellcasters, it's definitely the sort of thing most people picture alchemists doing. Furthermore, the book could include information on exotic substances (monster parts, rare minerals and plants, etc.) that can be used in alchemy, as spell components, in magic item creation, and so on (note that a lot of MMORPG players are used to the idea of having to collect specific materials in order to craft items or cast certain spells). I might even go so far as to say we could really use a book just on crafting in general, which would detail things like artisans' guilds and setting up a shop to run in between adventures (hey, the Fighter's gotta do [i]something[/i] while the Wizard is off scribing all his new spells), as well as offering more in-depth crafting rules. In addition to the possibilities of specific raw materials that I mentioned above, there's definitely a lot more that could be done for a "masterwork" item than a simple +1 bonus. The Black Company campaign setting did some nice work in this regard, but it's definitely something that can be taken farther. I think one thing that the success of MMORPGs has shown is that [i]people dig crafting[/i], even the kids who are more interested in whacking skeletons than roleplaying. The last suggestion I've got is a series of single-book campaign settings, each one under the direction of a single imaginative, appealing, and extremely distinctive artist. I'm talking about folks like [url=http://www.bromart.com/]Brom[/url], [url=http://www.hellboy.com/]Mike Mignola[/url], [url=http://www.keiththompsonart.com/]Keith Thompson[/url], [url=http://www.waynebarlowe.com/]Wayne Douglas Barlowe[/url], [url=http://www.guydavisartworks.com/]Guy Davis[/url], [url=http://www.sheikman.com/]Alex Sheikman[/url], [url=http://www.waynereynolds.com/]Wayne Reynolds[/url], or any of a hundred young geniuses from [url=http://gunnerromantic.deviantart.com/gallery/]deviantART[/url] and [url=http://conceptart.org/forums/forumdisplay.php?f=5]ConceptArt.org[/url]. A single, focused, blazingly awesome artistic vision and a storm of weird, visually-exciting ideas, harnessed by WotC staff writing and editing. We're all creative people, and WotC has given us loads of raw material to work with. Who needs a setting with "support"? I think there's a lot of possibility in just giving people a [i]spark[/i]. [/QUOTE]
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