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<blockquote data-quote="delericho" data-source="post: 2456258" data-attributes="member: 22424"><p><strong>Couple more...</strong></p><p></p><p>How about:</p><p></p><p>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.)</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), and it doesn't include some things that would have been very useful to have: hit point and hardness values, and item saving throws.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> . (But the key is to make sure the adventures are the best they possibly can be. Without that, the entire product falls flat.)</p><p></p><p>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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="delericho, post: 2456258, member: 22424"] [b]Couple more...[/b] 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. [/QUOTE]
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