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<blockquote data-quote="eyebeams" data-source="post: 3163679" data-attributes="member: 9225"><p>In a strange turn of events, let's say I'm told to mastermind a new edition of D&D. The new edition needs to be profitable and retain the feel of the classic game.</p><p></p><p>Here's what I do:</p><p></p><p>1) The line has three core books called Dungeouns and Dragons, Advanced Dungeons and Dragons and Epic Dungeons and Dragons. </p><p></p><p>2) D&D is a complete RPG covering levels 1-5 or 1-10. It's like the Basic Set except that it does not become obsolete for anyone wishing to play a longer or more complex game. It includes all the standard races and the four archetypal classes, along with fundemental rules and a greatly simplified feat system. Skills are pared back to get rid of narrow Knowledges. AoOs are based solely on relative position. The game includes about a dozen sample 1st level characters with names and background, along with ways to customize the character. Monsters fit the levels covered by the game. DMing sections focus almost exclusively on dungeoneering. Spells have no components.</p><p></p><p>3) Advanced Dungeons and Dragons covers expanded feats, the rest of the core classes and character levels 6-10 or 10-15. The game expands spellcasting complexity by adding components. AD&D's focus is on wilderness and "name level" gaming. There are more monsters and higher level spells. AD&D also covers optional rules, with advice on how to hack the system to taste.</p><p></p><p>4) Epic Dungeons and Dragons covers levels 11-20 or 16-25. "Epic" is a misnomer, as it isn't about unlimited advancement. ED&D specializes in planar adventures and worldshaking adventure, and includes rules for empire building and artifacts. This book also introduces prestige classes and racial levels (level-adjusted races are dead, Jim), and new races. Rules variants similar to Unearthed Arcana put more power in an experienced DM's hands. There are a few entirely new systems for "high magic" and possibly basic psionics.</p><p></p><p>5) All three cores, combined, cover more than the current three core books. After two years we release the D&D Tome, which combines (and erratas/expands where ncessary) all three books as a Ptolus/WLD-style collector's item.</p><p></p><p>6) Each core has a companion supplement. D&D has the D&D Dungeoneering Manual. AD&D has the Wilderness Manual and ED&D has the Planar Manual.</p><p></p><p>7) Deities and Demigods and the Psionics Handbook round things out, along with the Monster Manual -- now a supplement, rather than an absolute necessity.</p><p></p><p>8) An adventure path module accompanies each core release (and is released right on each book's heels), allowing DMs to run characters through every level covered in each core.</p><p></p><p>9) There are *two* implied campaign settings, covering "high fantasy" (Forgotten Realms) and "dungeonpunk/pulp" (Eberron). The rulebooks cover the differences between each playstyle. Planescape comes back to support ED&D.</p><p></p><p>10) 4 years after the cores come out D&DII takes the places of a "3.5"-style revision.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 3163679, member: 9225"] In a strange turn of events, let's say I'm told to mastermind a new edition of D&D. The new edition needs to be profitable and retain the feel of the classic game. Here's what I do: 1) The line has three core books called Dungeouns and Dragons, Advanced Dungeons and Dragons and Epic Dungeons and Dragons. 2) D&D is a complete RPG covering levels 1-5 or 1-10. It's like the Basic Set except that it does not become obsolete for anyone wishing to play a longer or more complex game. It includes all the standard races and the four archetypal classes, along with fundemental rules and a greatly simplified feat system. Skills are pared back to get rid of narrow Knowledges. AoOs are based solely on relative position. The game includes about a dozen sample 1st level characters with names and background, along with ways to customize the character. Monsters fit the levels covered by the game. DMing sections focus almost exclusively on dungeoneering. Spells have no components. 3) Advanced Dungeons and Dragons covers expanded feats, the rest of the core classes and character levels 6-10 or 10-15. The game expands spellcasting complexity by adding components. AD&D's focus is on wilderness and "name level" gaming. There are more monsters and higher level spells. AD&D also covers optional rules, with advice on how to hack the system to taste. 4) Epic Dungeons and Dragons covers levels 11-20 or 16-25. "Epic" is a misnomer, as it isn't about unlimited advancement. ED&D specializes in planar adventures and worldshaking adventure, and includes rules for empire building and artifacts. This book also introduces prestige classes and racial levels (level-adjusted races are dead, Jim), and new races. Rules variants similar to Unearthed Arcana put more power in an experienced DM's hands. There are a few entirely new systems for "high magic" and possibly basic psionics. 5) All three cores, combined, cover more than the current three core books. After two years we release the D&D Tome, which combines (and erratas/expands where ncessary) all three books as a Ptolus/WLD-style collector's item. 6) Each core has a companion supplement. D&D has the D&D Dungeoneering Manual. AD&D has the Wilderness Manual and ED&D has the Planar Manual. 7) Deities and Demigods and the Psionics Handbook round things out, along with the Monster Manual -- now a supplement, rather than an absolute necessity. 8) An adventure path module accompanies each core release (and is released right on each book's heels), allowing DMs to run characters through every level covered in each core. 9) There are *two* implied campaign settings, covering "high fantasy" (Forgotten Realms) and "dungeonpunk/pulp" (Eberron). The rulebooks cover the differences between each playstyle. Planescape comes back to support ED&D. 10) 4 years after the cores come out D&DII takes the places of a "3.5"-style revision. [/QUOTE]
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