Does it makes sense for Wotc to produce a generic d20 Players Handbook?

Utrecht

First Post
With the recent de-fantisification (or at least options other than fantasy ) for d20 (CoC, Spycraft, d20 Modern) I was thinking of the value of WotC producing a Generic d20 Players Handbook and d20 DM/GM guide.

After all, if playing CoC (and potentially only CoC/other modern games) how enthusiastic would player be to pick up book that has nearly 70 of useless content. (and potentially even higer for DMs)

Does this have merit? Or am I smoking the proverbial crack?
 
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FYI, CoC d20 is a stand-alone game. It has character advancement rules and everything. ;)

(Yes, along with SW and WoT, it does mean that WotC is going the "White Wolf" route of producing dozens of relatively-unsupported stand-alone games using the same system. Got a problem with that? :p )

- Sir Bob.
 
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Well, won't d20 Modern be something of a generic book? AFAIK, it won't need anything else but it, and several other products will use the rules in it, like regular d20 stuff uses the rules in the PHB.

I think Spycraft would have, had it come out 6 months later. They just got permission to use a lot of the d20 modern stuff...
 

Jasperak said:
Uhoh, sounds like Gurps.

And if there's anything about GURPS I like, it's that: a huge line of standardized game books. Something for everyone. I like the d20 system better, so I'm glad it's beginning to move in that direction.
 

To me, the strongest part of GURPS has been its supplements which can be used with a single rule system. (Never really cared for the rule system.)

If d20 goes the same route, it will make it easier for people to draw ideas from different sources. For example, characters from a d20 modern setting can be sent to another setting or vice versa.
 

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