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General Tabletop Discussion
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I want smaller, leaner core books.
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<blockquote data-quote="pming" data-source="post: 8139735" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Personally, I want to see the return of the "BECMI" style of D&D. Give me three or four boxed sets. Set 1, for levels 1 to 5. Introductionary stuff; core four stuff (Human, Elf, Dwarf, Halfling; and Fighter, Magic-User, Cleric, Thief). Then Set 2 handles level 6 to 10 and adds in Half-Orc, Gnome and something else (don't care what; Dragonborn, Tiefling, Cat-Person, Lizardman, whatever), as well as gives 'class-switching/specialization' to the other Classes, which become sort of 'advanced' versions of the four core (Paladins, Assassins, Sorcerer, Shaman, Monk, etc). Set 3 would be for levels 11 to 20, but would primarily be focused on the 'big picture' of a campaign. Things like building a Keep, Temple, Monastery, Hideout, etc. (look at what Mathew Coleville did with his "Strongholds & Followers").</p><p>..</p><p>They could even do MORE Sets after that which could be 'campaign tweaking' in theme (so a Set 4: Greyhawk, or Set 4: Oriental Lands, or whatever). These sets would have specific changes to, well, whatever needed changing. Class names, race-swaps, specialized spells, skills and backgrounds, etc).</p><p>..</p><p>Lastly, add in Supplemental Sets that would handle specific and more detailed handling of various environments. So "Supplemental Set A: Underground", "Supplemental Set B: High-Seas", "Supplemental Set C: Vast Wilderness", etc.</p><p>..</p><p>These Sets could then be used however you wanted. Buy what you want, use what you want...ignore the others.</p><p>..</p><p>But that's my "perfect world of RPG supplements and rules".</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8139735, member: 45197"] Hiya! Personally, I want to see the return of the "BECMI" style of D&D. Give me three or four boxed sets. Set 1, for levels 1 to 5. Introductionary stuff; core four stuff (Human, Elf, Dwarf, Halfling; and Fighter, Magic-User, Cleric, Thief). Then Set 2 handles level 6 to 10 and adds in Half-Orc, Gnome and something else (don't care what; Dragonborn, Tiefling, Cat-Person, Lizardman, whatever), as well as gives 'class-switching/specialization' to the other Classes, which become sort of 'advanced' versions of the four core (Paladins, Assassins, Sorcerer, Shaman, Monk, etc). Set 3 would be for levels 11 to 20, but would primarily be focused on the 'big picture' of a campaign. Things like building a Keep, Temple, Monastery, Hideout, etc. (look at what Mathew Coleville did with his "Strongholds & Followers"). .. They could even do MORE Sets after that which could be 'campaign tweaking' in theme (so a Set 4: Greyhawk, or Set 4: Oriental Lands, or whatever). These sets would have specific changes to, well, whatever needed changing. Class names, race-swaps, specialized spells, skills and backgrounds, etc). .. Lastly, add in Supplemental Sets that would handle specific and more detailed handling of various environments. So "Supplemental Set A: Underground", "Supplemental Set B: High-Seas", "Supplemental Set C: Vast Wilderness", etc. .. These Sets could then be used however you wanted. Buy what you want, use what you want...ignore the others. .. But that's my "perfect world of RPG supplements and rules". ^_^ Paul L. Ming [/QUOTE]
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