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Does PH(N), DM(N) and every class expansion book turn you off?
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<blockquote data-quote="thedungeondelver" data-source="post: 5774099" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">One of the biggest turn-offs in 3e and 4e for me were, and are, multiple <strong>DUNGEON MASTERS GUIDE</strong>s and <strong>PLAYERS HANDBOOK</strong>s. I liked how 3rd edition seemed to be handling it with ... I'm guessing the term is "splatbooks"? - expansions, but not essential.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I didn't care for multiples of the <strong>MONSTER MANUAL</strong> and <em>by and large</em> the <strong>FIEND FOLIO</strong> isn't anything to write home about. The minions and in some cases downright fightable critters in <strong>DEITIES & DEMIGODS</strong> are OK as they sort of make each pantheon more filled out (there are some "can be handled by low/mid-level parties" critters in the ol' <strong>D&DG</strong>), but <em>monster</em> books I can understand. As you get more creative stuff coming from modules (the <em>aspis</em> in <strong>A1 SLAVE PITS OF THE UNDERCITY</strong>, for example) and they build in numbers you want to have them in one place, it saves us DMs having to tear our hair out trying to remember where the insert for <strong>S4</strong> got to - dammit it has the critical information for the <em>behir</em>!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">But <strong>DUNGEON MASTERS GUIDE 2</strong> (and indeed 3 <strong>PLAYERS HANDBOOK</strong>s)...eh, not so much. I think a well-written <strong>DUNGEON MASTERS GUIDE</strong> should have all you need in it. </span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><em>That</em> is a thing that needs to Go Away. If you've rewritten the rules to the extent that another 200+ pages are required to grok them, haven't you rewritten your game, by and large? And if they're not new rules, but "just optional" stuff, and you tell your customer base "Oh hey no, no, the game is totally playable with just the three", you're submarining your own product and Big Hasbro Is Watching.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">So the multiple iterations of core books, that's something I don't think much of.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">...<em>now with that said</em>... </span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">A "domesday" or "omnibus" <strong>D&D</strong> edition that <em>does</em> support <u>many</u> <strong>D&D</strong> playstyles...well, it just might need 3 <strong>PLAYERS HANDBOOK</strong>s! "Splatbooks" might not be enough to cover the customization settings for a guy who wants a full {EDITION} game versus whatever the default settings are.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Much food for thought!</span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 5774099, member: 34865"] [font=century gothic] One of the biggest turn-offs in 3e and 4e for me were, and are, multiple [b]DUNGEON MASTERS GUIDE[/b]s and [b]PLAYERS HANDBOOK[/b]s. I liked how 3rd edition seemed to be handling it with ... I'm guessing the term is "splatbooks"? - expansions, but not essential. I didn't care for multiples of the [b]MONSTER MANUAL[/b] and [i]by and large[/i] the [b]FIEND FOLIO[/b] isn't anything to write home about. The minions and in some cases downright fightable critters in [b]DEITIES & DEMIGODS[/b] are OK as they sort of make each pantheon more filled out (there are some "can be handled by low/mid-level parties" critters in the ol' [b]D&DG[/b]), but [i]monster[/i] books I can understand. As you get more creative stuff coming from modules (the [i]aspis[/i] in [b]A1 SLAVE PITS OF THE UNDERCITY[/b], for example) and they build in numbers you want to have them in one place, it saves us DMs having to tear our hair out trying to remember where the insert for [b]S4[/b] got to - dammit it has the critical information for the [i]behir[/i]! But [b]DUNGEON MASTERS GUIDE 2[/b] (and indeed 3 [b]PLAYERS HANDBOOK[/b]s)...eh, not so much. I think a well-written [b]DUNGEON MASTERS GUIDE[/b] should have all you need in it. [i]That[/i] is a thing that needs to Go Away. If you've rewritten the rules to the extent that another 200+ pages are required to grok them, haven't you rewritten your game, by and large? And if they're not new rules, but "just optional" stuff, and you tell your customer base "Oh hey no, no, the game is totally playable with just the three", you're submarining your own product and Big Hasbro Is Watching. So the multiple iterations of core books, that's something I don't think much of. ...[i]now with that said[/i]... A "domesday" or "omnibus" [b]D&D[/b] edition that [i]does[/i] support [u]many[/u] [b]D&D[/b] playstyles...well, it just might need 3 [b]PLAYERS HANDBOOK[/b]s! "Splatbooks" might not be enough to cover the customization settings for a guy who wants a full {EDITION} game versus whatever the default settings are. Much food for thought! [/font] [/QUOTE]
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Does PH(N), DM(N) and every class expansion book turn you off?
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