JoeGKushner said:
There are some areas though, that I don't think have been touched enough. My opinions of course.
Nice list of alternatives, but lets see what I would buy (I buy a lot of books, But I'm picky)...
JoeGKushner said:
Magic Items: There needs to be some alternative magic items to the core out there. Even if it's just collected form various resources and expanded. Perhaps include a magic item creation method that can replace or be used alongside the standard system. (Forged in Magic, the small Green Ronin book that did collect magic items in the 3.0 era, and a few others come into play like Arms & Armor, which was a catch all)
I might or might not buy this one. Well done, alternative magicial items would be a great boon for any campaign, but if WotC put out a Magic Compendium then I'd likely go for that. However, if the book has an alternative magic item creation method that is more stream-line and "explains" magic item creation more with new ideas and methods and less number crunching then I'd be very happy.
Such a system would replace the standard magic item mechanics in my own campaign. However, the book would have to have an section/appendix that "rewires" the existing magic items from the SRD, to truly be effective, as well as explaining how to do this so I can do the same thing with any official D&D magic item.
JoeGKushner said:
Spell Systems that can be used with core rules: Psionics and Magic of Incarnum cover this well. More alternative systems that don't come in underpowered would be great. Difficult to balance though.
I'm not huge into alternative spell systems. It's about balance, and the fact that the D&D Spell Compendium is something I want and I hate trying to convert spells into an alternate system. The last book I bought with alternate spell system concepts was Spells & Spellcraft from FFG. However, that book is 3.0 (I think), and I don't use it as much as I thought I would.
JoeGKushner said:
Artifacts: I think we have Relics from AEG and Necromancer is coming out with a book of Artifacts next year. No official book from WoTC on it though and an area that would've been easy to flood early on.
No, I don't think so. I'd rather have a "magic items" book that includes rules for creating artifacts in one system. Have to but two books would likely kill my interest in both books. (I might buy a lot of books but that doesn't mean I have tons of money. Actually, I have very little money month to month, right now.)
JoeGKushner said:
Halflings: Outside of Heroes of High Favor, I don't think there's been a lot of Halfling support. Perhaps combine it with Gnomes or another underappreciated race.
Race books are very hit and miss. I haven't bought a single "Races of" title from WotC. My main "races" book is Mythic Races (3.0) from FFG. (Love that book.) I also have Hammer & Helm, but I couldn't quite bring myself to buy the other Green Ronin race books.
I'd rather have a races book that is like Mythic Races, but for 3.5. I think it would be in Malhavoc's best interest (mine at least) to take the unique races from Arcana Evolved (which I'm not interested in) and Iron Heroes (if there are any) and put together a Malhavoc Races sourcebook that would be designed to be more generic (no AE or IH bits).
That would be a great book, IMO.
JoeGKushner said:
Epic Rules: Outside of the Advanced Player's Guide from SSS, I can't think of too many attempts to craft Epic Rules that were different than the core.
Yes, this is a definite must. Someone must take the core Epic SRD rules and rework them to mesh better with the 3.5 version of D20 System, Better rules for Epic magic and a more logical form of Epic progression. And please let characters and monsters advance the same way. And make sure the system builds upon the core rules, while taking the Epic campaign concept beyond just fighting tougher monsters.
A truly Epic campaign setting would be nice, but that should be a separate book, IMO. And not just a city, like Union. An alternate outer planes scenario where Gods are GODS and epic mortals are at the bottom of the tier, like starting over at 1st level. The players can become immortal, and, if their really lucky, maybe even become a TRUE GOD.
The planar residents are mind blowingly tough, and not all are as they appear to be. Planar Wars are common and the wars should be GODS vs. GODS, DEMONS vs ANGELS, DEVILS vs. ANGELS, DEMONS vs. DEVILS, and even ANGELS vs. ANGELS.
Epic planar dungeons are filled with dangers no mere 1st level fighter could ever imagine, or would ever want to. There should be Epic planar versions (including fulled advanced versions) of the most iconic d20 monsters and epic monster templates that warp not only standard advanced monsters, but the environments that those monsters come in contact with.
Epic traps that can wipe out armies, epic spells that can reform the planes or create entire new ones, epic magic items and artifacts that can destroy GODS or allow characters to steal the "essence" of divinity, epic cities of every shape and form that can shift from plane to plane, epic plants & animals that aren't just fodder/companions but part of a greater intelligence, and epic rules for time travel to alternate universes including twisted time magic, time creatures, and insanely powerful beings that the TRUE GODS even fear.
BWAH-HA-HA-HA!!!!
Uh, hmm, well, you get the point.
Cheers!
KF72