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<blockquote data-quote="kigmatzomat" data-source="post: 2990984" data-attributes="member: 9254"><p>I don't know what WotC is thinking from a system but I can see the "smaller chunks of data" concept being plausible without resorting to cards and foil packs. I think the old D&D boxes provide a decent guideline.</p><p></p><p>"core rules" with all the chargen, equipment, feats (up to 5th level), combat mechanics and possibly magic items. </p><p></p><p>"magic" with the caster classes, magic rules and the spells up to 3rd level. </p><p></p><p>"adventurer" with the non-caster classes, basic combat tips and feat combos. </p><p></p><p>"DMG" would include game running advice in DMG1 & 2 as well as the C1/4-CR7 monsters. </p><p></p><p>"Advanced" book that covers 5th-15th level feats, PrCs and monsters CR8-18. </p><p></p><p>"Expert" is the 16-25th feats, PrCs with really high pre-reqs (aka "epic"), and monsters CR19-30. </p><p></p><p>Assuming the first four are $10 and the last two are $15 means you'll likely wind up selling everyone core, magic, adventurer, and advanced for $45 right out of the gate, plus about 1/4 people will need the $10 DMG so assume $190 for every 4 gamers. Not bad since you're basically selling the PHB, DMG, and MMI in page count. </p><p></p><p>At some point you will introduce AdvancedII and ExpertII with additional PrCs, feats, monsters and RP/DM advice. Possibly you break it up into Advanced/Expert-Magic, Advanced/Expert-Adventurer and Advanced/Expert-DMG so the price point stays near the impulse buy. </p><p></p><p>Yeah, I'm going to shell out more money but it will be easier to get new players to buy into the game. </p><p></p><p>Actually, I won't shell out more money anytime soon since my 3.0 game is running just fine, thanks. I still don't own a 3.5 PHB or DMG/</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2990984, member: 9254"] I don't know what WotC is thinking from a system but I can see the "smaller chunks of data" concept being plausible without resorting to cards and foil packs. I think the old D&D boxes provide a decent guideline. "core rules" with all the chargen, equipment, feats (up to 5th level), combat mechanics and possibly magic items. "magic" with the caster classes, magic rules and the spells up to 3rd level. "adventurer" with the non-caster classes, basic combat tips and feat combos. "DMG" would include game running advice in DMG1 & 2 as well as the C1/4-CR7 monsters. "Advanced" book that covers 5th-15th level feats, PrCs and monsters CR8-18. "Expert" is the 16-25th feats, PrCs with really high pre-reqs (aka "epic"), and monsters CR19-30. Assuming the first four are $10 and the last two are $15 means you'll likely wind up selling everyone core, magic, adventurer, and advanced for $45 right out of the gate, plus about 1/4 people will need the $10 DMG so assume $190 for every 4 gamers. Not bad since you're basically selling the PHB, DMG, and MMI in page count. At some point you will introduce AdvancedII and ExpertII with additional PrCs, feats, monsters and RP/DM advice. Possibly you break it up into Advanced/Expert-Magic, Advanced/Expert-Adventurer and Advanced/Expert-DMG so the price point stays near the impulse buy. Yeah, I'm going to shell out more money but it will be easier to get new players to buy into the game. Actually, I won't shell out more money anytime soon since my 3.0 game is running just fine, thanks. I still don't own a 3.5 PHB or DMG/ [/QUOTE]
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