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<blockquote data-quote="kenjib" data-source="post: 284813" data-attributes="member: 530"><p>I think it has a very small target audience. You need people running homebrews that aren't afraid to create their own extensive rules modifications. Part of the problem is that some of the ideas would almost require an entire small book each to implement effectively (ala Mongoose's Chaos Magic or Natural 20 Press' Wild Magic).</p><p></p><p>Many of these are changes that require a great deal of work and balancing. If it was already done I would be skeptical that all of it was sufficiently playtested based on the sheer quantity and diversity of new rules (some with pretty drastic effect, like your idea to convert class abilities to feat chains) in the book. On the other hand, if it was given as an idea and left by and large for the DM to implement I would be put off by the amount of work required on my behalf for something I paid for. It seems your target audience is people who like to dig in and write their own heavy rules modifications. I think it could be a very good product but I'm not sure what the best approach would be.</p><p></p><p>As regards what I would look for myself as a customer, it might be better if you focused some of the effort and picked a smaller subset of the suggestions to expand in depth. Perhaps use the Occult Lore book as an example of what you could do. Several different ideas with a solid rules treatment, but not as many ideas as you've presented. Then you have a few options with the "outtakes." Maybe you could save them for a new book -- Volume II or you could include them in an appendix as an "inspiration seeds for more things" kind of section.</p><p></p><p>The fact that your ideas do not share a common theme could also work for or against you. Consider the criticism that Gaming Frontiers gets. People may only want one or two things out of your book and as a result not want to pay the price for the whole book. Occult Lore is strong in part because of it's theme. If you like different variant spell caster types then you get a whole bunch to work with here, and you can use them all together. I'm not sure how to effectively handle such divergent topics as you've presented and still keep it cost effective for the customer.</p><p></p><p>Anyways, those are just some of my subjective thoughts. I think there are some great ideas here for development and I think you should go for it, regardless of the approach you take!</p></blockquote><p></p>
[QUOTE="kenjib, post: 284813, member: 530"] I think it has a very small target audience. You need people running homebrews that aren't afraid to create their own extensive rules modifications. Part of the problem is that some of the ideas would almost require an entire small book each to implement effectively (ala Mongoose's Chaos Magic or Natural 20 Press' Wild Magic). Many of these are changes that require a great deal of work and balancing. If it was already done I would be skeptical that all of it was sufficiently playtested based on the sheer quantity and diversity of new rules (some with pretty drastic effect, like your idea to convert class abilities to feat chains) in the book. On the other hand, if it was given as an idea and left by and large for the DM to implement I would be put off by the amount of work required on my behalf for something I paid for. It seems your target audience is people who like to dig in and write their own heavy rules modifications. I think it could be a very good product but I'm not sure what the best approach would be. As regards what I would look for myself as a customer, it might be better if you focused some of the effort and picked a smaller subset of the suggestions to expand in depth. Perhaps use the Occult Lore book as an example of what you could do. Several different ideas with a solid rules treatment, but not as many ideas as you've presented. Then you have a few options with the "outtakes." Maybe you could save them for a new book -- Volume II or you could include them in an appendix as an "inspiration seeds for more things" kind of section. The fact that your ideas do not share a common theme could also work for or against you. Consider the criticism that Gaming Frontiers gets. People may only want one or two things out of your book and as a result not want to pay the price for the whole book. Occult Lore is strong in part because of it's theme. If you like different variant spell caster types then you get a whole bunch to work with here, and you can use them all together. I'm not sure how to effectively handle such divergent topics as you've presented and still keep it cost effective for the customer. Anyways, those are just some of my subjective thoughts. I think there are some great ideas here for development and I think you should go for it, regardless of the approach you take! [/QUOTE]
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