Just a fun thread for what rules modules you would like to see (and by consequence what you want to see in the core game). Here is mine:
D&D Basic module: Dwarf, Halfling, Elf, Human. Fighter, Wizard, Thief, Cleric. The most iconic of magic D&D items. A random dungeon generating table. Everything you need to take players from level 1-10.
D&D Advanced module: Levels 10-20, with complete classes for paladins, warlocks, rangers, assassins, sorcerers, bards and the rest of the "core" classes. Gnomes, Half-orcs, Goliaths, Half-elves et al. of races. More experimentation than the core, but it shouldn't need a retread of basic combat and exploration rules from D&D Basic. Completely and utterly compatible.
Immortals module: Levels 20-30, rules on divine ascension and stats for killing gods and legendary monsters. Basic overview of the planes.
[B[Birthright module:[/B] Rules for building strongholds and a domain, whether fief, faith or guild. Random events [/B]that afflict your stronghold, and rules for waging war and diplomacy. Cerilia not necessary, as it was a pretty boring vanilla setting.
Tomb of Horrors module: The classic adventure, plus all the monsters and spells which are designed to frighten the player rather than the character by draining XP and abilities, and bring random death back into the game. Acerak, as the creator of these deadly spells (and many of the monsters), can achieve the heights of infamy that he deserves.
D&D Tactics module: Rules for skirmish miniature warfare, for those that like to have encounters once and awhile.
Setting modules: For each setting that has unique elements. Romantic Fantasy for Dragonlance that has rules for riding dragons and character traits, High Magic fantasy for FR so you have rules for Mythals, Gritty fantasy for Dark Sun so you have dehydration and starvation rules, Horror fantasy for Ravenloft so you have fear and terror effects, Kara-Tur for monks, samurai and wu-jen classes.
Adventure modules: For adventures to sell, they might need a little help from optional rules. An adventure is a perfectly good place to represent them Want a variant ranger good at hunting hobgoblins or dragons? Red Hand of Doom. Want a new variant class for elementalists? Temple of Elemental Evil adventure. Much better than trying to pad out a player's handbook 5.
D&D Basic module: Dwarf, Halfling, Elf, Human. Fighter, Wizard, Thief, Cleric. The most iconic of magic D&D items. A random dungeon generating table. Everything you need to take players from level 1-10.
D&D Advanced module: Levels 10-20, with complete classes for paladins, warlocks, rangers, assassins, sorcerers, bards and the rest of the "core" classes. Gnomes, Half-orcs, Goliaths, Half-elves et al. of races. More experimentation than the core, but it shouldn't need a retread of basic combat and exploration rules from D&D Basic. Completely and utterly compatible.
Immortals module: Levels 20-30, rules on divine ascension and stats for killing gods and legendary monsters. Basic overview of the planes.
[B[Birthright module:[/B] Rules for building strongholds and a domain, whether fief, faith or guild. Random events [/B]that afflict your stronghold, and rules for waging war and diplomacy. Cerilia not necessary, as it was a pretty boring vanilla setting.
Tomb of Horrors module: The classic adventure, plus all the monsters and spells which are designed to frighten the player rather than the character by draining XP and abilities, and bring random death back into the game. Acerak, as the creator of these deadly spells (and many of the monsters), can achieve the heights of infamy that he deserves.
D&D Tactics module: Rules for skirmish miniature warfare, for those that like to have encounters once and awhile.
Setting modules: For each setting that has unique elements. Romantic Fantasy for Dragonlance that has rules for riding dragons and character traits, High Magic fantasy for FR so you have rules for Mythals, Gritty fantasy for Dark Sun so you have dehydration and starvation rules, Horror fantasy for Ravenloft so you have fear and terror effects, Kara-Tur for monks, samurai and wu-jen classes.
Adventure modules: For adventures to sell, they might need a little help from optional rules. An adventure is a perfectly good place to represent them Want a variant ranger good at hunting hobgoblins or dragons? Red Hand of Doom. Want a new variant class for elementalists? Temple of Elemental Evil adventure. Much better than trying to pad out a player's handbook 5.
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