Psion said:
I can't get why anyone would think this is an advantage.
It means one thing to me: NO OGC.
Berandor said:Well, if you want to publish an adventure with the rules in, then perhaps it is a disadvantage (though you could always make your own feat/whatever to match the on in the book)... just as things published in the various WotC books are not OGC.
On the other hand, being official D&D means that you can be fairly sure to be able to use it in any D&D campaign, even on cons and such, where other d20 material might be restricted.
You also know that the product not only went through a review stage at Kenzer, but also at WotC, and four eyes see more than two, right?
And frankly, I can't see why no OGC is a disadvantage for 95% of the users (the non-publishing ones).
Hard8Staff said:Berandor is correct.
Noah Kolman said:I don't know what you mean by the SRD, so I can't comment on that.
I understand your comments about open game content and the d20 community, but I have to say I don't share the same fears about our products.
I think we have shown a commitment to our Kingdoms of Kalamar line by producing a large number of supplements already, and we have no intention of slowing down.
It is true that other companies can not adopt or expand on our rules, but WoTCs products are not open content either, and I don't think that has hampered the growth of their ideas.
I think the main difference in your view and mine is that you view the fact that our products are not made by WoTC as a bigger deal than I do.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.