Poll - What do you WANT from d20?

What sort of d20 stuff are you looking for?

  • Traditional Adventure Modules

    Votes: 104 66.7%
  • Setting Books

    Votes: 66 42.3%
  • Character options (PrCs, Feats, Skills etc)

    Votes: 47 30.1%
  • Alternate/Modified rules sets (Like True20/Arcana etc)

    Votes: 68 43.6%
  • New monsters/antagonists

    Votes: 60 38.5%
  • Gubbins (Spells, equipment, items, 'stuff')

    Votes: 58 37.2%


log in or register to remove this ad



Tarondor said:
...and I've got all the rules I could ever, ever use. Ever.
Quoted for truth. And to add an "ever." (Which, mind, doesn't stop me from poking at house rules. But between True d20, d20 Modern, D&D, AE, Iron Heroes, Spycraft, and a few others, I'm pretty much overloaded. The only thing I still really perk up at as far as new rules are bits that work by themselves - books like Unearthed Arcana, and the Advanced Guides from S&S and Green Ronin.)

For myself, I voted adventures and monsters. I never run adventures as-is, but I'm great at stealing ideas. And, despite the fact that I've got... erm... twenty-six monster books, I can always use more. (Also, note to self. USE SOME.)
 


First of all, I only really need good adventures. The free web adventures are often good, but they are short. I would definitely need more adventures that could last something like 8-12 evenings, which is long enough to have a great plot and maybe a couple of side quests, but not so long as to take a year to complete (like the otherwise excellent CotSQ).

Second, I want setting books, which IMHO are the best kind of book to deliver character material (you know, the typical feats, spells, PrCls and magic items), because the material there can make sense together. And I want settings to be different enough but still in-genre, and they're better if based on some real-life mythology/legends instead of weirdo races.

That said, I also enjoy new rules, but I think Unearthed Arcana gave enough for the next ten years at least to experiment, so I don't want more of that. And definitely NOT more player's crunch! If they deliver a book of crunch, even if it's for the characters, I want the book sold only to those who can produce a long and detailed DMing resume/CV ;)
 


These days, I'm only interested in modules - thus I only buy Dungeon Magazine, Necromancer Games modules, Goodman Games DCC series, and (hopefully) WotC's new modules (when and if they release them, and no miniature-related stuff).

A secondary interest is setting supplements, but only if they can be quickly and easily inserted into my long-running FR/multiverse campaign (e.g. city books, like City State of the Invincible Overlord and Ptolus would be the best examples of this).
 


I voted #1 & #4, but that has to be qualified.

I want #1 traditional adventure modules, but I want them simple to use. I really liked Dungeon when 3.0 was out. It seemed that the adventures were manageable. Lately, they feel too complex. The foes are just too complicated to run.

I want #4 alternate rules systems, but again I want them to be simple. The best d20 games I've run have been Judge Dredd, Omega World & Spellslingers. None is a complete rewrite of the d20 system. Each makes small changes to the system that opens up a new genre.

I want to play more and work less. That's the bottom line.
 

Remove ads

Top