Products You'd Like WoTC to do

What I want:
- One BIG book for the following settings: Planescape, Greyhawk, and Dark Sun. No future updates, but one book big enough to run a campaign out of.
- Book of Eternal Balance - A book focusing on the LN, N, CN side of the alignments. Slaad Lord stats, Modrons, Rilmani, and other exemplars included.
- A 'Creature Focus' Book on the following critters: Fey, Elementals, Giants, Fiends, Slaad, and more Aberrations. ;)
- More monster books: Monster Manual IV, Fiend Folio II or whatever.
- A book covering the Evil Organizations of Eberron in detail.
- An Epic Expanded book. Basically, the Epic rules need a serious look over, especially with 3.5 out.
- Eberron book (s) covering the following areas: Sarlona, Demon Wastes, Eldeen Reaches, Shadow Marches, Droaam, and Darguun.
- A Mass Combat system. 3rd party products have had mass combat stuff in them, but none of them really look all that comprehensive/good. WotC could take a crack at it.
 

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glass said:
I would like to see them do a series of 'Campaign Classics' books-one for each setting. Shoehorn as much as they can into a big hardback for each and give it little of no support. It wouldn't fragment the market to much if they released about one a year.
Fair enough, but I actually want to see Planescape be the third or fourth in this series, rather than the first. It seems to me that when new series of books start from WotC, it takes them a bit of practice before they get it worked out.

Dark Sun will take a lot of attention to be true to the 3.5 rules and also to the tradition of the setting, i.e. no paladins, distinct preservers and defilers, outlandish ability scores, ECL 3 minimum baseline.

Planescape should be the crown-jewel, the grand finale to the Campaign Classics series, and should incorporate the uniqueness and flavor of all of the other settings into the awesome scope that is Planescape.

Greyhawk? Mystara? Al-Qadim? I mean no disrepect to fans of these settings, but from what I know of these settings, they are reasonably straightforward, rules-wise, but with distinct geography, interesting NPC and some unique spells.

Fold all of these, as well as Forgotten Realms and Eberron and Athas and Ravenloft, etc. into the one true over-setting, Planescape!

I suppose that, for the same reason, Spelljammer, if it's to be done right should wait until just before Planescape, so that it can incorporate as many of the other settings as possible.

We don't need full support for these dead capaing settings. I'm not asking for a True Ressurection, just a Speak with Dead. I'd like to see a summary and update of each of these imaginative old settings. They made no effort at being generic, and I, for one, see this as a feature, not a bug.
 

Arbiter of Worms, Eberron has its own distinct cosmology. So, I believe it would not remain what it is and work with Planescape. A new Planescape product might sell well, but there are other cosmologies besides the Great Wheel. (One could argue that the Great Wheel itself could be part of an even larger cosmology. This would allow both the current FR cosmology and the Great Wheel cosmology to work. Both would just be parts of a larger whole. Some places, like Ravenloft, Eberron or Athas, might be very hard to reach, from the Great Wheel.)

Possibly a good extensive updated book on planes, with the Great Wheel as a default example, might be printed before a new Planescape book. It could have a few teasers and also cover various rules and options about different planes.

Good ideas, people!
 

Arbiter of Wyrms said:
Fold all of these, as well as Forgotten Realms and Eberron and Athas and Ravenloft, etc. into the one true over-setting, Planescape!
I was with you until this part. :)
 

Pants said:
I was with you until this part. :)

Well, although I think that Planescape has many good qualities, it's cosmology may not work for all settings. Also, I have wondered what the central spike on the Plane of Concordant Opposition was, based on previous works. In the 1st Edition Manual of the Planes, the spike was something that was seen as different things to different viewers -- the World Mountain, or the World Tree -- but was essentially the focal point or center of the multiverse. I am uncertain if this was still the case in Planescape, and what the people of Sigil felt about living atop the center of existence. (For a great discussion of mythology and mythological subjects, the works of Joseph Campbell have several good insights. The Hero With A Thousand Faces should give many DMs insights into a hero's journey --- and lots of ideas to borrow.)

Also, Spelljammer may not work for all settings. I am not sure, but I get the feeling that Eberron is entirely separate from the whole Crystal Sphere setup of Spelljammer. (Like some homebrew campaigns, space in Eberron may be as hostile as it is in our own world.)

So, my opinion on cosmology is that it should be up to the DM --- and to the designers for published settings. So, a Planescape book may work, but there might need to be a few ways to make sure it does not contradict currently published material such as FR's own cosmology. (A simple solution would be to have the transitive planes such as the Plane of Shadow, the Astral Plane, and the Ethereal Plane serve as links to different cosmologies.)
 
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A new, coherent, complete, covers the whole world, designed and written by people who understand demographics, population dynamics, and geography core setting with a history.

Start with a setting book that includes basic information on the European analog, Chinese analog, Indian analog, Arabian analog, Japanese analog, Meso American analog, etc. History, legends, religion, magic, and science.

Add supplements detailing those areas I mentioned above.

Environmental sourcebooks using the setting. Cultural sourcebooks too. Guidelines to slotting in adventures from other sources.

A source book on incorporating society into your D&D game too. The importance of family, why you don't mess with the law, that sort of thing. With advice on how to use contacts, friends, family, enemies, public officials, and the like both to help PCs and get them into trouble.

In addition, a book on faking enthusiasm while GMing. How to look like you're really interested in being there when you find the whole thing tedious and would much rather be watching paint dry.

One more thing. d20 Future covers Dark*Matter? d20 Future doesn't cover d20 Future.
 
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Arbiter of Wyrms said:
Greyhawk? Mystara? Al-Qadim? I mean no disrepect to fans of these settings, but from what I know of these settings, they are reasonably straightforward, rules-wise, but with distinct geography, interesting NPC and some unique spells.
Greyhawk and Mystara are pretty straight-forward (though the Secret Schools in Glantri could use a Prestige class treatment), but Al-Qadim did some funky things with kits, to the point of making some of the kits pretty much classes of their own (notably the sha'ir).
 

Regarding an update of the Epic Level Handbook...

Here was a compilation of suggestions by people over at the Wizards boards asking for a 3.5 update of the Epic Level Handbook.

Personally I don't believe a simple 'meat and potatoes' update has any merit. If a revised edition is to be done it needs a little bit of thought put into it.

As such, here is the top ten list of general changes and/or improvements people want to see from such a book:

1. Monsters: By far the most requested thing is for more epic monsters. With some even suggesting an Epic Bestiary. At the very least an extra 25-30 monsters (an increase of 50%) is what most want to see from a revision. Some good aligned epic creatures and some cool new Player Character races in there.

2. Epic Spell System: The second most requested feature is for something to be done with the epic spell system. If that sounds a bit ambiguous, thats because so were peoples comments on it. The general consensus seemed to be that the system had merit, but needed streamlining.

eg. For instance why is Hellball (Epic DC 90: 40d6 damage) only slightly more powerful than Meteor Swarm (9th-level: 32d6). Yet Hellball costs 810,000 GP and 32,400 XP to develop and costs the caster 400 XP and 10d6 hp each time its cast. I mean its obvious that the reward is nowhere near worth expense, and thats nowhere near an isolated case.

Oh and more epic spells please.

3. Epic Feats: The third most requested feature is for all the epic feats that have appeared in various WotC products be added to the revised Epic Level Handbook.

Also Epic Toughness could be phased out by Improved Toughness.

Another idea that just occured to me is that perhaps the table of Epic Feats would be better served if divided into categories (Metamagic, Item Creation etc.) like the Players Handbook feat table...and Dire Charge is not listed on the table.

4. Prestige Classes: Many people would like to see more Epic Prestige Classes. Also they would like you to incorporate those from Dragon Magazine #297. Obviously the increased number of Prestige Classes in the 3.5 Dungeon Masters Guide would also need to have epic progressions (which I think Andy already has on the website but it would be nice to see in the book).

5. Epic Characters: A lot of people are interested in seeing stats for mythological characters such as: Baba Yaga, Conan; Cu Chulainn, Elric, Fafhrd and the Gray Mouser, Gilgamesh, Hiawatha and Odysseus. As well as Driz'zt Do'Urden and Iggwilv. Many of these were teased at the start of chapter one of the Epic Level Handbook. But it would have been nice to have their statistics.

6. Level Adjustments/Effective Class Levels: For powerful Monster Manual creatures: Lots of gamers want to play as Solars or Great Wyrm Dragons or even Balors.

By the way I already have all these worked out if you need them.

7. Magic Items: I think the general consensus was that people wanted more epic items, but that they also wanted some artifacts that were truly 'epic', as those in the Epic Level Handbook were decidedly underwhelming and in many cases weaker than the epic items.

8. Campaign Ideas: Many people were interested in having multiple campaign ideas, perhaps a page or two of these, with each a paragraph or so in length. A sort of overarching background theme to set their adventures against.

9. Planar Metropolises: Reception to Union was lukewarm, however many people are more interested in learning about Sigil; The City of Brass; Tu'narath and Ilkool Rrem. These cities, much like the epic characters, were briefly mentioned in the Epic Level Handbook but not described further. Even a few pages devoted to each giving a basic overview would be much appreciated.

Edit: Okay I have been told such material exists in the Planar Handbook. So it may not be relevant here. Also I suspect Tu'narath (home of the Githyanki) doesn't have that much epic potential as written anyway.

10. Adventures: More of the single page 'Adventure Concentrate' ideas, perhaps with one such adventure for every other level from 22nd-50th.

On top of the general list of comments, I proffer a few ideas of my own, they are slightly more specific and I didn't want to burden anyone else with my thoughts on how to improve a revised Epic Level Handbook.

A. Font Size: Change the font size to equal the core rulebooks. This should free up an additional 60 or so pages. This will allow you to incorporate the general ideas above without having to increase it past 320 pages.

B. Legends & Lore: I suggest changing the name of the book to Legends & Lore, unless WotC already have a book with that name in the planning stages. This way its also going to seem more like a fresh new book, that calling it the Epic Level handbook v3.5.

C. Sensible Monsters: Don't boost stats for no reason. Make sure the basic build makes sense. Generally this only applies to isolated cases.

eg. Why does the Sirrush, a magical 'beast', have a 35 Intelligence? How does the 'colossal' Ha-Naga only have a Strength of 27? Why does the 'colossal' Xixecal only deal 2d8 base claw damage when the 'huge' Behemoth Gorilla deals 4d8 base damage. Stuff like that.

D. Prestige Class Illustrations: The Epic Level Handbook had a lots of nice illustrations of the epic core classes but very few of the epic prestige classes, which I think were far more important to visualise.

E. Epic Skills: Many elements of this section work much better as epic feats, such as the ability to balance on liquid or clouds. These types of abilities should be available to epic characters long before any can make those skill DCs.

F. Improved Spell Capacity: The problem with Improved Spell Capacity is twofold. Firstly it really makes detailing epic spellcasters a total nightmare because their spell lists are so pedantic that it really becomes a chore. Secondly it makes low level spell slots redundant, which is totally self-defeating.

I have the solution here which kills two birds with one stone:

http://www.immortalshandbook.com/freestuff9.htm

G. Underwhelming Epic Magic: In general I find epic spells totally underwhelming. While in theory you could create spells to teleport a castle, telekinese a city, temporally stasise a country, cloak a whole world in a field of anti-magic, destroy a planet or summon a black hole. The spell DC to do anything like that would be astronomical and therefore pointless. Which begs the question what is the purpose of epic levels if not to do 'epic' things?

I actually have a very simple idea which puts the 'epic' back into epic spells
but I'll reveal more about that at the appropriate time.

H. Challenge Ratings: Another pet project of mine. To cut a long story short the official rules for Challenge Ratings and Encounter Levels are broken...and I wouldn't say that unless I could back it up. So...

In the official rules, Challenge Ratings are different for Characters and Monsters. For instance a 20th-level Wizard is CR 20, and a Balor is CR 20. However if I want to play as a Balor, its not ECL 20, but instead ECL 30. This is simply illogical. You can't have one set of laws for characters and another for monsters.

As regards Encounter Levels, the difference between a 2nd-level character and a 10th-level character is far more pronounced than the difference between a 22nd-level character and a 30th-level character. While the difference between a 52nd-level character and a 60th-level character is negligable. But the official system does not recognise this, a discrepancy which becomes more and more pronounced the higher in level you ascend.

I have actually written a solution to this, which was published within Grim Tales (from Bad Axe Games)...although I still hold the copyright.

I also have a pdf of the relevant material which I freely give to anyone who emails me.

I. Adventures: Personally I thought the Kerleth's Tower adventure was a touch uninspiring. It had no really unique villains or encounters or settings. I mean contrast that with the Quicksilver Hourglass epic adventure in Dungeon #123 and the difference is marked. Also I think the book really needs a proper epic adventure in there, and by 'epic' don't mean 20th-level dressed up to look like 22nd (as with Kerleth's Tower). Perhaps two adventures, one for 25th-30th-level, one for 50th-60th (get the designers to let their hair down and take a swing at that). The idea of including an epic adventure for just 22nd-level characters was okay, but didn't really take into account that most DMs will already have numerous 18th-20th-level adventures that they can easily dress up a bit. So Kerleth's Tower seemed droll from both a roleplaying and a power gaming perspective.

J. Elminster: If you are going to include him again, at least put his entry in alphabetical order this time, so that it doesn't look like you are pimping him so much.
 

I saw someone on the first page lament being the only one who wanted Spelljammer and just wanted to show my solidarity, cause I want it too! :D

And all the others mentioned...
 

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