Products You'd Like WoTC to do

I'd like to see

Some of these ideas are just bad to awful IMO (different strokes for different folks, I suppose).

I'd like to see Wizards use their resources better. Stop trying to copy the indie publishers. That only gives Wizards a second rate feel.

A new D20 line that incorporates brand licenses, like Star Wars. In this case, use their own licenses, even if it's produced outside of Wizards for keeping costs down. It'll be published under Wizards. Brands like Transformers and GI Joe. TF alone you have a few book ideas: TF Core (rules for players and DM), 1984 (G1), one for those new TF series I don't watch.

Going the indie PDF route was dumb. Real 2nd rate feel. They should offer people to build your own book.

Decided when a newly published book has sold all it's going to sell initally (let's say its first 6 months). Divide all the published books up by its parts. Offer each part for a price. If a person wants a book of Classes, they buy the PHB classes, the Complete series classes, and any other ones offered. Combine it all into one. Design their own cover, using a vareity of photos to use. Publish it as a PDF they can download, or as a book (pick binding) or as just paper to put into a binder.

Imagine, one book with all the spells up to that point. Maybe even offer smaller publishering companies' material too? Ones that use Wizards licenses, like Dragonlance and Ravenloft.

License more out. If Wizards doesn't want to design one of its licenses, then offer it to someone else. I might not buy or care to see a published 3e Planescape or Al Qadim. But some sure do. Offer it.

As far as books go. I'd like to see alternative classes, races, magic systems. Not new ones exactly. Just new ways (and rules if need be) to use current ones. Elves based on the Faerie or Germanic mythology, instead of Tolkien ones. Wizard class that doesn't use the Vancian system. Maybe its similar to the SW/Psi one. Or like how Monte reorganized his? Etc etc, I could give examples all day..

If they could get the license to Middle-earth, that could be interesting.

A version of D&D that isn't written with miniatures in mind with the rules, and abilities!!
 
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I'd have to vote for an updated Oriental and Arabian adventures. Updated Kara-Tur (including the Hordelands) and Zakhara settings would be nice too.

Heroes of Intrigue, like Heroes of Battle, only more as a good "how-to" for political and criminal skullduggery games, including character archetypes, personality types, how they would generally align with alignments, pacing, political campaign styles, and advice for less arbitrary "rhetoric combats."
 

Couple more...

How about:

1) Encyclopedia Magica. The definitive guide to magic items in 3.5 - similar to the Spell Compendium. This would gather all the current magic (and psionic) items in the game, the feats for creating them, and lots of variant rules. I found the magic items chapter of DMG2 to be the best chapter of that book, but would prefer to see all the items gathered together, rather than trying to reference dozens of books to find something nice. (And I think my players would likewise find such a book useful, for much the same reason.)

That said, I'm not terribly fond of the new magic item format. It takes up a lot more space for not much more useable information (unless you want your PCs to be able to ID items by sight :) ), and it doesn't include some things that would have been very useful to have: hit point and hardness values, and item saving throws.

2) Deluxe adventure in a box. Get some top designers to create the best adventures they possibly can. Match those with a complete set of miniatures for the adventure, dungeon maps, the works. For extra credit, include the iconics statted for the level of the adventure, so you can play it right out the box. Set an appropriately high price tag, publish one of these a year, and hope they sell :) . (But the key is to make sure the adventures are the best they possibly can be. Without that, the entire product falls flat.)

3) Campaign modules. Dragon used to do a feature where they turned most of the issue over to swahbuckling adventures, or gladiatorial adventures, or whatever. This feature seems to have died, but I think a product doing "Three Musketeers in Sharn", or whatever, could be cool. The book should provide the alternate classes and items needed for play in the given style, each time implementing some of the rules from Unearthed Arcana. Hey, if Tome of Magic can provide alternate magic systems, why not have alternate systems for other parts of the game?

4) Depending on how easily Power of Faerun can be mined for generic material, I'd quite like a book on running high-level adventures.
 

(I'm already getting my book with kobolds in it :D )

A book of races. Different from Races of Faerûn or the Races of X series. I mean just a big book of different playable races that would be more than just alternate elves, dwarves, orcs, halflings, or gnomes.

A heavy psionics campaign setting.

A setting or rules that would be like Diablo meets Berserk. Basically a world of just humans where demons and angels reveal themselves and use the mortal planes as a war ground.

A jungle setting book. (Frostburn, Sandstorm, Stormwrack, etc.) I'm pretty sure that this one will probably happen.

Planescape.
 

Staffan said:
Personally, I'd like to see a Dark Sun for 3.5e, preferably written by some of the people involved in doing the setting in 2e (to make sure they have a good handle on what the world is supposed to be - the stuff in Dragon/Dungeon is NOT it).

Check out athas.org. Not done by wizards, but on the other hand, completely free. Much more comprehensive, and closer to the orginal than the Paizo version. (Though I may be biased, I'm a subeditor for the project.)

Oh, and I'll put a vote for Al-Quadim 3.5. Maztica, too. Not a fan of the FR, but I loved their ancillary domains.
 

delericho said:
How about:
1) Encyclopedia Magica.
2) Deluxe adventure in a box.QUOTE]

I'd really like to see both of these. I still have some from 2nd ed. and still use them for 3.5
 


wingsandsword said:
1. New Star Wars RPG books, any of them (preferably Ultimate Battlestations,, a Rise of the Empire/Clone Wars sourcebook and, a New Republic Era Sourcebook, a revised/updated New Jedi Order sourcebook, a Tales of the Jedi/KotoR era soucebook).
2. Oriental Adventures 3.5, going back to Kara Tur as a default. NOT using the Complete Warrior Samurai also.
3. A low-magic fantasy setting for D&D, instead of going over the top like Eberron, try scaling back to lower fantasy, with PC's not having fortunes of magic items and not having Wizards on every streetcorner. A setting where a PC is more than the sum of their stuff, Clerics perform miracles instead of healing being "resource management" after a fight and Wizards are something to be feared.
4. Pseudo-Historic D&D. Similar to the old "Green Book" suppliments, a book of historic eras and how to play them as D&D games, including setting-appropriate magic rules for them, and not assuming that it's as high-magic as typical D&D.
5. Dark*Matter d20 for d20 Modern.
6. Planescape Campaign Setting. We've had bits and dribbles doled out over the years with MotP, Planar Handbook, some Dragon Articles, this and that. If they can make a niche subsetting like Ghostwalk, they should be able to make Planescape.
7. Dark Sun Campaign Setting. Bring back a setting where psionics are integral instead of bolted on or designed to be ignorable (among other merits).

MY WISH LIST:

1) Expanded Oriental Adventures that used Kara Tur as the base Setting and NOT Rokugan which is not a traditional setting for d&d oriental adventures...

2) I second a hardback source book that provides a detailed guide for DM's on how to craft a low-magic fantasy setting and one with a grittier flavour, and if i may repeat Wings& Sword, not a setting where magic flows every time you turn the faucet, every street corner busker has a few levels in wizard, and clerics perform miracles every day and several times on sunday and magic items are on sale at the local neighbourhood dairy store...

3) A DM specific guide that provides practical suggestions on how to employ various tools, both technology based and mundane alternatives, presently available to craft settings from scratch for a variety of home-brew settings as well as adventures for various level categories with additional hints on how to brings out the various dimensions to a mature d&d game.

4) Arabian specific Setting (similar to what was done for Oriental Adventures) that can easily be incorporated into any currently running home-brew setting, and with suggestions on how to and where to incorporate it into GreyHawk, Ebberon and FR

5) Polynesian specific Setting (similar to what was done for Oriental Adventures) that can easily be incorporated into any currently running home-brew setting, and with suggestions on how to and where to incorporate it into GreyHawk, Ebberon and FR

6) Sub-Continental India specific Setting (similar to what was done for Oriental Adventures) that can easily be incorporated into any currently running home-brew setting, and with suggestions on how to and where to incorporate it into GreyHawk, Ebberon and FR

7) I second a Pseudo-Historic Guide Book for DM's with each chapter devoted to advice and suggestions on how to incorporate various real world historical events and places and personalities into a D&D game

8) I second a Planescape Setting book. I have not yet got into Planescape but from what I hear on these boards, if there was a comprehensive product that will give me the crunch and fluff i need i will not hesitate to part with my hard earned dollars to invest in it.

9) I second an Unpdated Dark Sun Setting book

10) I second a Guide Book that deals with Humanoids like Giants, Ogres, Goblinoids, Orcs and Kobolds like what Draconomicon did for the Dragons.

11) I second a Forest, Jungle, Open Plains & Steppes and Mountains and Hills environment based Guide Books, like what was done for Frostburn and the like.

12) A Guide Book that gives handy and exciting suggestions and advice on how to craft a city based setting, city based adventures with several chapters dedicated to incorporating politics, subterfuge and criminal activities and the consequences thereof for ones home-brew setting, and for giving more detail to cities, towns and settlements in the traditional settings (i.e. GreyHawk, Ebberon and FR) as well as a chapter or two on what and how various types of towns can look and feel like (i.e. crunch and fluff), for instance a farming town, mininng town, a trade town, etc.

:cool:
 
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Another vote for an updated dark Sun setting. Also I would like some old fashioned boxed sets. Those were cool.
 

Oh my! So many great ideas. I DO DO DO DO DO hope WoTC are listenning to what the players want in this thread.

Here's my votes of ideas already suggested:

Heroes of Tomorrow. I love the idea so much, I want it NOW! Blackmoor reborn. Yay!

Planescape. Because I never tire of the Lady of Pain and the gorgeously idiosyncratic artwork

Complete Monster. As a revision of Savage Species, yes - but only if it included MM II, III and Fiend Folio critters in the big ugly table at the back too. Mind you, anything that gives my players an excuse to take Favoured Enemy: Human is a Bad Thing :)

Far Realms. Yes please!

Any my own humble suggestions:

A forest environment book, like sandstorm and frostburn, but dealing with nature's green realm and the hazards therein. Spider, angry trees, erm.. more spiders, more angry trees. And prestige classes. Mustn't forget those.

Advanced Dungeons and Dragons; Just like the Dungeons and Dragons you know and love, but with a revised combat system using THAC0. Core book includes cavaliers, kits and non-weapon profficiencies. You know, I think it might just work..............
 

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