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I think the D&D line needs a "Bridge" product
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<blockquote data-quote="Henry" data-source="post: 567116" data-attributes="member: 158"><p>Actually, Flexor, I would have to disagree, based on the fact that D&D began its wildly popular swing with just Fighters (Fighting Men), Magic-Users, and Clerics. The key to a Basic Product would be to make it DIRT basic. As simple as possible, without cannibalizing the most basic elements (classes, levels, hit points, AC, abilities gained by level, and spell slots.) Everything else, leave to the full game, if an introductory product is required.</p><ul> <li data-xf-list-type="ul"><br /> <br /> Simplicity such as the following:</li> <li data-xf-list-type="ul">Three or four classes: Fighter, Wizard, Cleric. Possible Rogue, if you wanted to showcase skills, but that might be reaching too far up.</li> <li data-xf-list-type="ul">No more than 10 levels in each class. Each level gets hit dice, Attack Bonus, and specials. The specials would be more for the fighter than for the other two.</li> <li data-xf-list-type="ul">Spells would be two lists: cleric and wizard. Each list might have twelve spells each, for 72 spells in the whole product. (Zero through 5th level)</li> <li data-xf-list-type="ul">Clerics should be intorduced as servants of deities, but make the generic list of deities from something that most people recognize - the Norse or Greek Pantheons.</li> <li data-xf-list-type="ul">Chart of about a dozen to a score of weapons. Make a few of them interesting, such as Exotic weapons are. Give about 6 types of armor.</li> <li data-xf-list-type="ul">Make a list of about 20 to 30 monster types, keeping the minimal stat block approach. Don't go into all the "+4 AC from armor, +2 from Dex, +1 from natural" business. AC for an opponent is simple.</li> <li data-xf-list-type="ul">Be VERY careful about introducing Combat options, and even about things like touch attacks. I MIGHT suggest introducing Op attacks here, but even then, KISS.</li> <li data-xf-list-type="ul">Give quite a few nice magic items, but make the allusions to magic items from real myth - cloaks of invisibility, shields that have medusa heads mounted to them, hammers that can kill giants, etc.</li> </ul><p></p><p>These are just a few ideas for someone going in that direction. In my opinion, This is about the level you would need to keep it, if you wanted to meet the kinds of target goals that KDLadage gives above.</p></blockquote><p></p>
[QUOTE="Henry, post: 567116, member: 158"] Actually, Flexor, I would have to disagree, based on the fact that D&D began its wildly popular swing with just Fighters (Fighting Men), Magic-Users, and Clerics. The key to a Basic Product would be to make it DIRT basic. As simple as possible, without cannibalizing the most basic elements (classes, levels, hit points, AC, abilities gained by level, and spell slots.) Everything else, leave to the full game, if an introductory product is required. [list] Simplicity such as the following: [*]Three or four classes: Fighter, Wizard, Cleric. Possible Rogue, if you wanted to showcase skills, but that might be reaching too far up. [*]No more than 10 levels in each class. Each level gets hit dice, Attack Bonus, and specials. The specials would be more for the fighter than for the other two. [*]Spells would be two lists: cleric and wizard. Each list might have twelve spells each, for 72 spells in the whole product. (Zero through 5th level) [*]Clerics should be intorduced as servants of deities, but make the generic list of deities from something that most people recognize - the Norse or Greek Pantheons. [*]Chart of about a dozen to a score of weapons. Make a few of them interesting, such as Exotic weapons are. Give about 6 types of armor. [*]Make a list of about 20 to 30 monster types, keeping the minimal stat block approach. Don't go into all the "+4 AC from armor, +2 from Dex, +1 from natural" business. AC for an opponent is simple. [*]Be VERY careful about introducing Combat options, and even about things like touch attacks. I MIGHT suggest introducing Op attacks here, but even then, KISS. [*]Give quite a few nice magic items, but make the allusions to magic items from real myth - cloaks of invisibility, shields that have medusa heads mounted to them, hammers that can kill giants, etc. [/list] These are just a few ideas for someone going in that direction. In my opinion, This is about the level you would need to keep it, if you wanted to meet the kinds of target goals that KDLadage gives above. [/QUOTE]
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I think the D&D line needs a "Bridge" product
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