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General Tabletop Discussion
*TTRPGs General
Getting Overwhelmed by "Everything is Core"
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<blockquote data-quote="Keldryn" data-source="post: 5062517" data-attributes="member: 11999"><p>I do like the "core" aspect in that races and classes are supported beyond the one book that introduces them.</p><p></p><p>The amount of PC options is quickly getting overwhelming for me. The game is very playable with just the PH/DMG/MM set of books.</p><p></p><p>The Player's Handbook 2, Arcane Power, Divine Power, and Martial Power make for a nice supplement to the options found in the Player's Handbook, filling out most of the concepts and archetypes from prior editions that didn't make it for the initial release. </p><p></p><p>The DMG2 is a fantastic and useful book for DMs, and the MM2 is actually the first book of that name that I bought under any edition. The Adventurers' Vault does a good job of supplementing the somewhat sparse equipment chapter in the Player's Handbook.</p><p></p><p>This set of books makes for a very complete and flexible core D&D game for me, and I think that I will probably be much more selective in which books I purchase and use in the future. Psionics was never really my thing, and the hybrid classes look complicated and inelegant, so the PH3 doesn't look like a "core" purchase for me, and I'm not sure what the DMG3 will have to offer that will make it appealing. The previews of Martial Power 2 look to me like the well is starting to run a bit dry and we're getting into more esoteric character concepts and options. We've already covered the majority of the "core" D&D concepts that have been present in all of the previous editions, so what I would define as "core" is pretty much complete at this point.</p><p></p><p>I do have a DDI subscription that I think is very useful as a DM; if I were only playing then I don't think it would be worthwhile.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5062517, member: 11999"] I do like the "core" aspect in that races and classes are supported beyond the one book that introduces them. The amount of PC options is quickly getting overwhelming for me. The game is very playable with just the PH/DMG/MM set of books. The Player's Handbook 2, Arcane Power, Divine Power, and Martial Power make for a nice supplement to the options found in the Player's Handbook, filling out most of the concepts and archetypes from prior editions that didn't make it for the initial release. The DMG2 is a fantastic and useful book for DMs, and the MM2 is actually the first book of that name that I bought under any edition. The Adventurers' Vault does a good job of supplementing the somewhat sparse equipment chapter in the Player's Handbook. This set of books makes for a very complete and flexible core D&D game for me, and I think that I will probably be much more selective in which books I purchase and use in the future. Psionics was never really my thing, and the hybrid classes look complicated and inelegant, so the PH3 doesn't look like a "core" purchase for me, and I'm not sure what the DMG3 will have to offer that will make it appealing. The previews of Martial Power 2 look to me like the well is starting to run a bit dry and we're getting into more esoteric character concepts and options. We've already covered the majority of the "core" D&D concepts that have been present in all of the previous editions, so what I would define as "core" is pretty much complete at this point. I do have a DDI subscription that I think is very useful as a DM; if I were only playing then I don't think it would be worthwhile. [/QUOTE]
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