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D&D: How Many Core Books
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<blockquote data-quote="Nessin" data-source="post: 1942062" data-attributes="member: 26695"><p>My biggest problem with having three core rule books is you need them all to just be a player. It wouldn't be so bad if there was ONE core rulebook which was effectively what the PHB is supposed to be. Defines the system, the rules, and how to create a character to play with. Then you could have a book for assisting somebody in GM'ing a game, and then one to fill in the monster roles. Kinda like we have now. However, what is it really?</p><p></p><p>Players Handbook - Fits the need for defining a good part the rules that a player needs to know, and lets them build a level 1 character. Want to go beyond level 1? Sorry, got to go buy the DMG for that. Plus a lot of stuff clarified in the DMG affects players (in playing their characters). Or how about summoning a monster? I'm going to summon such and such, or call my familiar, let me grab it's stats for the action I want to do. Oh crap, I don't have the Monster Manual, guess I'm not going to do that action then.</p><p></p><p>Dungeon Master Guide - I actually like this book, sans the problems it has with information that should be in other books (like creating characters beyond level 1).</p><p></p><p>Monster's Handbook - Same as the DMG, fits perfectly with what I want it to be, and in a seperate rulebook, but it's just got information in it that should be elsewhere (as part of a single book).</p></blockquote><p></p>
[QUOTE="Nessin, post: 1942062, member: 26695"] My biggest problem with having three core rule books is you need them all to just be a player. It wouldn't be so bad if there was ONE core rulebook which was effectively what the PHB is supposed to be. Defines the system, the rules, and how to create a character to play with. Then you could have a book for assisting somebody in GM'ing a game, and then one to fill in the monster roles. Kinda like we have now. However, what is it really? Players Handbook - Fits the need for defining a good part the rules that a player needs to know, and lets them build a level 1 character. Want to go beyond level 1? Sorry, got to go buy the DMG for that. Plus a lot of stuff clarified in the DMG affects players (in playing their characters). Or how about summoning a monster? I'm going to summon such and such, or call my familiar, let me grab it's stats for the action I want to do. Oh crap, I don't have the Monster Manual, guess I'm not going to do that action then. Dungeon Master Guide - I actually like this book, sans the problems it has with information that should be in other books (like creating characters beyond level 1). Monster's Handbook - Same as the DMG, fits perfectly with what I want it to be, and in a seperate rulebook, but it's just got information in it that should be elsewhere (as part of a single book). [/QUOTE]
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