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D20 saturation at an end?
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<blockquote data-quote="jester47" data-source="post: 1732152" data-attributes="member: 2238"><p>I too see many things I buy that get no use at my table. And I hold the same sentiment. In the end, I will only be playing 3.5. I do not see how there can be a major revision to the game without making significant changes. These changes will invalidate most of my purchases if I try to go with that change. With that in mind, I have decided to invest for the long term. The SRD is out and there and will be around as long as people keep playing it and making things for it. So, when I say I am investing for the long term, I mean the rest of my life. Eventually I think I might get around to using it all, or at least most of it. Even now however, I am culling my herd. I just gave away my ELH to a friend because I realised with 3.5s Epic rules (simpler) I would never use the ELH. Even the monsters. I don't support a separate psionics system, as I think that a sorcerer and a psionisist mechanicly would look the same. I don't believe in race books. I don't dig environment books. Some class books are good when they can be used by all classes (up Complete Warrior and Complete Adventurer, scratch complete divine and complete arcane). I like setting material that is modular (freeport is a classic example) and DM tools. I like adventures that are free of a major campaign setting. </p><p></p><p>I agree that most people want "Conan meets Gandalf" for their D&D games. the other factor is that DMs are the core customer base for non-Core Rulebooks. So, as a publisher you can't get too weird (a little weirdness is OK) and you are targeting the DMs, not the players. May case in point are Goodman Games and Necromancer Games. Goodman has put out almost 12 dungeon crawl classics. Necro has survived on a diet of modules. None of these are too outlandish. Many are pretty standard stuff. Simply put, what the DMs want are people, places and things with some plot hooks so they don't have to take time to roll them up or map them out. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1732152, member: 2238"] I too see many things I buy that get no use at my table. And I hold the same sentiment. In the end, I will only be playing 3.5. I do not see how there can be a major revision to the game without making significant changes. These changes will invalidate most of my purchases if I try to go with that change. With that in mind, I have decided to invest for the long term. The SRD is out and there and will be around as long as people keep playing it and making things for it. So, when I say I am investing for the long term, I mean the rest of my life. Eventually I think I might get around to using it all, or at least most of it. Even now however, I am culling my herd. I just gave away my ELH to a friend because I realised with 3.5s Epic rules (simpler) I would never use the ELH. Even the monsters. I don't support a separate psionics system, as I think that a sorcerer and a psionisist mechanicly would look the same. I don't believe in race books. I don't dig environment books. Some class books are good when they can be used by all classes (up Complete Warrior and Complete Adventurer, scratch complete divine and complete arcane). I like setting material that is modular (freeport is a classic example) and DM tools. I like adventures that are free of a major campaign setting. I agree that most people want "Conan meets Gandalf" for their D&D games. the other factor is that DMs are the core customer base for non-Core Rulebooks. So, as a publisher you can't get too weird (a little weirdness is OK) and you are targeting the DMs, not the players. May case in point are Goodman Games and Necromancer Games. Goodman has put out almost 12 dungeon crawl classics. Necro has survived on a diet of modules. None of these are too outlandish. Many are pretty standard stuff. Simply put, what the DMs want are people, places and things with some plot hooks so they don't have to take time to roll them up or map them out. Aaron. [/QUOTE]
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