MerricB said:The problem with those innovations is that many require you to throw out portions of the existing game to use. (Armour as DR is a very good example of this).
Meanwhile, the innovations in Magic of Incarnum fit solidly into the existing system.
Yeah, I like alternate rules and ideas as much as anyone, but if they basically involve me starting a new campaign to implement, they're not going to necesarilly see use for any length of time.
Meanwhile, Weapons of Legacy (whilst not a totally unique idea: more than a few other RPGs and even D20 products had touched on the idea before) featured whole new crunchy bits, advice for how to use it with various other systems (i.e. psionic and epic items of legacy) and was easy to drop into play.
Retreads can be somewhat grating, especially for the older set: I dunno if, when a new version comes out, I'd be champing at the bit to buy Deities and Demigods 4.0 or Manual of the Planes 4.0. But accusing it of being a weakness of an RPG company when they reprint books for their new edition is unfair.
At heart, the only thing that matters to me about an RPG book is "Can I use it in my game?" One of the best purchases I made recently was Green Ronin's Advanced Bestiary, which is hardly revolutionary (it's just a pile of templates, many of which are concepts that exist elsewhere, including in some Wizards publications) but it brought with it loads of ideas to add into my game, and I've spent more than a few nights on my computer modifying monsters with them to knock together some unique encounters for my PCs. It'd probably be useful in any D20 game I ran, and in pretty much any adventure I could easilly slip one template on a monster. No matter how exciting a whole new innovative system might be, I'd probably still pick the Advanced Bestiary or a similar "utilitarian" book over it if forced.