Trainz said:Well, I'm sorry d20M is not what many of you wanted. It is no fault of WOTC however.
Never said it was WotC’s fault.

And if the book isn’t aimed at your needs, then is it worth to purchase?
Then obviously it was worth YOUR money.Trainz said:It fell exactly where I wanted it to fall, and that makes one little Trainz quite happy.
Trainz said:The more rules, the more people wont have it exactly as they expected. Less rules, and it will be closer to the masses expectations.
I tend to disagree with you here. It seems that MORE rules create more loyalty to a game, if the rules are internally consistency. The HERO system has survived beyond several companies and is in a 5th edition. And one of the keys to getting HERO is how to read results on the 6 sided dice. Hmmm. Sound familiar. 2nd edition had a ton of rules that had no internal consistency and they flopped. 3e, thanks to the OGL stuff now has TONS of rules thanks to 3rd party stuff, and most of it has consistent mechanics. In fact, some 3rd party companies get an earful if people don’t perceive their material to be compatible enough (d20 SAS.) For WoTC this is a good thing. It means other companies get the loss in profits if 3rd party rule changes don’t make the cut.
Nahhh.Trainz said:In fact, I beleive that to make it 100% popular, you'd end up with a piece of paper saying:"To succeed at things in d20M, roll a d20. Create the rest of the rules as suits your campaign". And even then, you'd end up with people saying :"ach... I hate d 20's, I wiched they'd used d 6's...". . [/B]
They’d just demand a lot of errata.
Yeah, if you want to stay closely hewn to DND roots. There are other d20 publishers who now offer more flexibility at the risk of offering more radical rules. My current taste is to go with more radical.Trainz said:I think that the 6 core classes are one of the smartest moves WOTC have made for d20M. They allow you to create absolutely any character concept.
