Get Rid of Splatbooks Altogether

P1NBACK

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I would like 5E to get rid of splatbooks altogether, instead focusing on producing adventures.

So, what about new classes, races, weapons, powers, spells, monsters, blah blah blah come from?

I'm glad you asked!

They will be in the adventure module itself. In the fact, the whole concept is that this new content will be used, and therefore highlighted, in the adventure itself.

A group of feats or proficiencies taught only by the trainers of the remote village which happens to be the central location in the adventure. A new race that happens to be a nearby tribe in the mountains east of the village. A new class that a friendly NPC has and can teach you. Several weapons developed by the monsters (which are new btw) and villagers in the region. A villain's spellbook filled with all new spells earned when you defeat him, etc.

Of course, the DM can always use the adventure, or just steal the ideas and cool new features.

I also think new rules would be well-introduced in an adventure. Stronghold building rules? Sure. This adventure features the PCs refurbishing a monster-infested stronghold after they clear it. Sailing and Sea Vessel rules? Great. This adventure features the PCs adventuring on the high seas. Mercenaries and army rules? Ok. This adventure features the PCs recruiting an army to face off against the oncoming plague of orcs (or whatever).

Why this method?

A) Instead of just a boring list of new crap, we get to see it in context. We get to see it used in cool and interesting ways that inspires us to use it in cool and interesting ways. And, we also don't get stuff the designers haven't used already.

B) Stuff gets playtested! I'm assuming modules get playtested. I'm not so sure a big list of feats and spells do. By incorporating this stuff into the module itself, you get to hit two birds with one stone!

C) But... only DMs buy adventures! ... Sure. But, players buy DDI. And, we can consolidate this stuff into DDI so that you don't necessarily have to buy the adventures. But, if you do, it's not like a splat book that sits on your shelf getting no use because, hell, who uses those things when you have DDI?

D) We get more adventures. And, whether you write your own stuff or run published modules as-is, more inspiration and stuff to steal from is always good in my book.

Is this feasible? I think so.
 
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Rather have new books, personally.

I have no intention of partaking of DDI, and Wizards has shown very little aptitude in the way of making great adventures in the last 10 years.
 

I would like 5E to get rid of splatbooks altogether, instead focusing on producing adventures.

So, what about new classes, races, weapons, powers, spells, monsters, blah blah blah come from?

I'm glad you asked!

They will be in the adventure module itself. In the fact, the whole concept is that this new content will be used, and therefore highlighted, in the adventure itself.

A group of feats or proficiencies taught only by the trainers of the remote village which happens to be the central location in the adventure. A new race that happens to be a nearby tribe in the mountains east of the village. A new class that a friendly NPC has and can teach you. Several weapons developed by the monsters (which are new btw) and villagers in the region. A villain's spellbook filled with all new spells earned when you defeat him, etc.

Of course, the DM can always use the adventure, or just steal the ideas and cool new features.

I also think new rules would be well-introduced in an adventure. Stronghold building rules? Sure. This adventure features the PCs refurbishing a monster-infested stronghold after they clear it. Sailing and Sea Vessel rules? Great. This adventure features the PCs adventuring on the high seas. Mercenaries and army rules? Ok. This adventure features the PCs recruiting an army to face off against the oncoming plague of orcs (or whatever).

Why this method?

A) Instead of just a boring list of new crap, we get to see it in context. We get to see it used in cool and interesting ways that inspires us to use it in cool and interesting ways. And, we also don't get stuff the designers haven't used already.

B) Stuff gets playtested! I'm assuming modules get playtested. I'm not so sure a big list of feats and spells do. By incorporating this stuff into the module itself, you get to hit two birds with one stone!

C) But... only DMs buy adventures! ... Sure. But, players buy DDI. And, we can consolidate this stuff into DDI so that you don't necessarily have to buy the adventures. But, if you do, it's not like a splat book that sits on your shelf getting no use because, hell, who uses those things when you have DDI?

D) We get more adventures. And, whether you write your own stuff or run published modules as-is, more inspiration and stuff to steal from is always good in my book.

Is this feasible? I think so.

So now we players must either hope it gets on DDI or buy the adventure to get the new material like a class that more fits their concept?
 

So now we players must either hope it gets on DDI or buy the adventure to get the new material like a class that more fits their concept?

Not one of my 4E players bought books. They all had DDI.

Secondly, for the non-internet players, the DM will own the adventure and can always photocopy it, etc.

Why do you want to buy a book full of classes for one class you want to play?
 

Not one of my 4E players bought books. They all had DDI.

Secondly, for the non-internet players, the DM will own the adventure and can always photocopy it, etc.

Why do you want to buy a book full of classes for one class you want to play?

1) I may play multiple campaigns, and thus may need multiple different characters, options, feats, themse/prestige classes
2) I may be a DM with a home brew world, and an adventure may be worthless to me, while a general splatbook isn't
3) My character may die, and rather than using the same prestige class/theme/kit out of an adventure, I may want to use a different one, splatbooks usually provide a range of choices
 

I think I'd prefer the splatbook to including all of that info in an adventure that may or may not appeal to me. I'd rather have a book with several interesting and thematic options in it for my efficiency. I'd rather consult a couple of books than a dozen modules (some of which I may not have bought yet).

I don't mind things like this being introduced in an adventure when they're integrated into it, but I don't see why a set of ideas would have to wait until there's a pertinent adventure for it.
 



I discontinued my DDI subscription because I didnt feel what I got out of it was worth the cost. I only know one person who has still has a subscription, and he's constantly printing things off to bring to the table. I prefer to stick with my nice, portable print books.
 

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