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<blockquote data-quote="Zustiur" data-source="post: 5974252" data-attributes="member: 1544"><p>I want the game to enable me to run the game style I want. I want it to allow me to run whatever story I want. Nothing offends me more as a DM than being told by the book that the PCs are already heroes at level 1. In all of my stories, 'hero' is a title that must be <em>earned.</em></p><p></p><p>I want the stat blocks to be simple, to the point, and reproduce-able. If I can't quickly dump it into MS word, I'll end up making my own statblocks anyway. This means either, no fancy symbols, or those symbols available as freely downloadable fonts. I want the monster info to be at least as evocative and informative as 2e MM. </p><p></p><p>I want the core rules to be short and to the point - short enough that even my casual players will read them all the way through.</p><p></p><p>I want to be able to have my casual players pick up a spell caster and not be overwhelmed by the spell list and mechanics. </p><p></p><p>I want book indexes that are fast and effective.</p><p></p><p>I want all level based options (ala feats) to be balanced internally. i.e. 1 feat doesn't obsolete another feat.</p><p></p><p>I want the books (DMG and MM) to support me as a reference tool during the game.</p><p></p><p>I want the official adventures to be of a far higher fidelity than 4E's H1-H3. By this I mean that it's not just a series of rooms with a combat in each room.</p><p></p><p>I want practical advice on ad libbing NPC personalities (shop keepers et al). I want a myriad of other things in this line as DMing is something I enjoy but am not sufficiently experienced with. I am currently unable to bring my ideas to fruition at the game table.</p><p></p><p>I want a book of traps, hazards and obstacles akin in size and scope to the monster manual. Something that really focuses on the 'exploration' phase. A similar book for the interaction phase would be good (this stuff doesn't all have to be in DMG1 afterall...) In fact, I want the DMG to be a <em>guide to DMing</em>, rather than a repository for rules that didn't fit in the PHB. Additionally I want the PHB to be readable again.</p><p></p><p>I want much of the information provided to DMs to be system independent - If I choose to run 2e then all the advice should still be relevant even if the tables and mechanics may need tweaking.</p><p></p><p>I want any online tools to be as practical and effective as MapTool, without being as invasive and necessary as the Character Builder. I want ready access to maps small and large that can be readily opened within said tools. Random dungeon generation would be a bonus. In fact I want the e-tools, whatever they might be, to focus on DMs first, and be a true aid to game prep. If there are things like treasure parcels and random treasure tables, I want simple automated tools that help me dump this stuff straight into OneNote or a Word document without having to dig out my dice and roll all the treasure myself. * more on this later</p><p></p><p>I want to be able to read the books and <em>not</em> notice errors that should have been picked up by an editor on the first pass-through. I'd also love to read it in Australian English or at least British English. 'Armour' not 'armor' please.</p><p></p><p>I feel that a rule which takes more than two paragraphs to explain is generally too complex for its own good. This applies doubly to corner case rules like spells in 3E. That is; the rule only exists as part of that spell and it still takes several paragraphs to explain.</p><p></p><p>I want the concept that 'everything is core' to 'die in a fire'. Core means <strong><em>core</em></strong>, the center, the bit in the middle, not the whole of the thing.</p><p></p><p>I want to switch to the BECMI style book division. Say in 4E terms, PHB1 contains the heroic tier. PHB2 contains paragon and so on. A broad base with short range is more useful to me than a small base with a long range. </p><p></p><p>I want introductory versions to be available for miniature play and for theatre of the mind. i.e. I want there to be an introductory version that doesn't also hope to sell a bundle of miniatures and make parents dig deep in their pockets.</p><p></p><p>I want to see splatbooks that aren't necessarily tied to an edition and which focus on things outside of the rules. Things like how to improve your roleplaying. How to be more expressive. How to introduce and use different accents and voices. </p><p></p><p></p><p></p><p>* = I sparked my imagination with that point. I'd love a tool that literally builds you a random dungeon complete with monsters and treasure. Various options get picked then it rolls up everything for you. Example: Pick size/length, target party level, and an optional themes (goblinoids. Cave. Dungeon. Castle. Undead. Forest). Click the button, get a map that you can use in an e-map-tool during game, or PRINT OUT (in selectable scales from 5mm squares to 1" squares) in both DM's copy (with all the rooms, monsters and treasure marked) and player's copy (just a map) version. Speaking of map, I don't just want rooms and corridors. I want it to <em>furnish</em> my dungeons. That step right there is something I suck at.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5974252, member: 1544"] I want the game to enable me to run the game style I want. I want it to allow me to run whatever story I want. Nothing offends me more as a DM than being told by the book that the PCs are already heroes at level 1. In all of my stories, 'hero' is a title that must be [I]earned.[/I] I want the stat blocks to be simple, to the point, and reproduce-able. If I can't quickly dump it into MS word, I'll end up making my own statblocks anyway. This means either, no fancy symbols, or those symbols available as freely downloadable fonts. I want the monster info to be at least as evocative and informative as 2e MM. I want the core rules to be short and to the point - short enough that even my casual players will read them all the way through. I want to be able to have my casual players pick up a spell caster and not be overwhelmed by the spell list and mechanics. I want book indexes that are fast and effective. I want all level based options (ala feats) to be balanced internally. i.e. 1 feat doesn't obsolete another feat. I want the books (DMG and MM) to support me as a reference tool during the game. I want the official adventures to be of a far higher fidelity than 4E's H1-H3. By this I mean that it's not just a series of rooms with a combat in each room. I want practical advice on ad libbing NPC personalities (shop keepers et al). I want a myriad of other things in this line as DMing is something I enjoy but am not sufficiently experienced with. I am currently unable to bring my ideas to fruition at the game table. I want a book of traps, hazards and obstacles akin in size and scope to the monster manual. Something that really focuses on the 'exploration' phase. A similar book for the interaction phase would be good (this stuff doesn't all have to be in DMG1 afterall...) In fact, I want the DMG to be a [I]guide to DMing[/I], rather than a repository for rules that didn't fit in the PHB. Additionally I want the PHB to be readable again. I want much of the information provided to DMs to be system independent - If I choose to run 2e then all the advice should still be relevant even if the tables and mechanics may need tweaking. I want any online tools to be as practical and effective as MapTool, without being as invasive and necessary as the Character Builder. I want ready access to maps small and large that can be readily opened within said tools. Random dungeon generation would be a bonus. In fact I want the e-tools, whatever they might be, to focus on DMs first, and be a true aid to game prep. If there are things like treasure parcels and random treasure tables, I want simple automated tools that help me dump this stuff straight into OneNote or a Word document without having to dig out my dice and roll all the treasure myself. * more on this later I want to be able to read the books and [I]not[/I] notice errors that should have been picked up by an editor on the first pass-through. I'd also love to read it in Australian English or at least British English. 'Armour' not 'armor' please. I feel that a rule which takes more than two paragraphs to explain is generally too complex for its own good. This applies doubly to corner case rules like spells in 3E. That is; the rule only exists as part of that spell and it still takes several paragraphs to explain. I want the concept that 'everything is core' to 'die in a fire'. Core means [B][I]core[/I][/B], the center, the bit in the middle, not the whole of the thing. I want to switch to the BECMI style book division. Say in 4E terms, PHB1 contains the heroic tier. PHB2 contains paragon and so on. A broad base with short range is more useful to me than a small base with a long range. I want introductory versions to be available for miniature play and for theatre of the mind. i.e. I want there to be an introductory version that doesn't also hope to sell a bundle of miniatures and make parents dig deep in their pockets. I want to see splatbooks that aren't necessarily tied to an edition and which focus on things outside of the rules. Things like how to improve your roleplaying. How to be more expressive. How to introduce and use different accents and voices. * = I sparked my imagination with that point. I'd love a tool that literally builds you a random dungeon complete with monsters and treasure. Various options get picked then it rolls up everything for you. Example: Pick size/length, target party level, and an optional themes (goblinoids. Cave. Dungeon. Castle. Undead. Forest). Click the button, get a map that you can use in an e-map-tool during game, or PRINT OUT (in selectable scales from 5mm squares to 1" squares) in both DM's copy (with all the rooms, monsters and treasure marked) and player's copy (just a map) version. Speaking of map, I don't just want rooms and corridors. I want it to [I]furnish[/I] my dungeons. That step right there is something I suck at. [/QUOTE]
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