Rules-Lite, One Volume DnD/FRPG?

Belegbeth

First Post
I am a fan of the old "Rules Cylcopedia" for DnD. I'm not using it right now (as I've just started a new campaign with some players committed to using the 3.5 rules), but I like the way that it combined all the necessary rules for the old (B/X) DnD game into a single volume. (I also liked MERP back in the day: all the rules for Middle-earth in a single book -- very nice.)

Why isn't there something like this for d20? I would love a "rules lite" (or at least a "stream-lined" version of the rules) single volume version of DnD. Maybe get rid of the lesser used feats, skills and spells (and monks!), stream-line the combat system (a lot!), and add the "essentials" from the DMG (which is largely useless, IMO) and MM. The result would be a very useful product, I think, and one that would not make me feel like a travelling encylopedia salesman whenever I go to my games.

Am I alone in thinking that such a product would be very useful? Also, more generally, is there a demand for a "rules lite" version of 3.x DnD (or a fantasy game roughly compatible with 3.x DnD)? I know that WotC is coming out with a "Basic Game" in the autumn. But I doubt that it will a complete "rules lite" version of DnD that can be used for an entire campaign.

Also, out of curiousity, are there any complete single-volume, 'rules lite' (or at least 'lite-ish') fantasy games out there (d20 or other)?

I know TLG is coming out with Castles and Crusades this summer, and am really looking forward to checking it out. But if there are already other single-volume systems out there, I'd be interested in looking at them as well.
 

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Take the SRD and beat the heck out of it! Its possible to do a single volume Book with just that. Of course you don't get any fancy stuff like you do with the other books but hey who cares right?
 

Well, if you mean by a 'Lite' version also simpler to learn and execute, then yes, I'd definately be interested in such a thing. Until now I've been playing a combo of 1st and 2nd edition (2nd edition PHB and 1st Edition rest (DMG, DSG, WSG, MM's etc.etc.), staying away from all the 2nd Edition handbooks/complete guides/options etc.), and last weekend I tried out DM'ming a 3.5 game. Helping the newby player making a character felt like having to fill out tax forms (actually, tax forms are less complex IMO), and keeping track of all the effects of skills/feats/free actions/attacks of opportunity and all that stuff gave me a headache during combat.

So, a 'light' version where things are a bit simpler and compacter would IMHO be very useful indeed, something to start playing with, and once you get a bit more comfy with the new rules, one can always opt to 'scale up' to full blast rules...
 

A few clearances of perception:

Castles and Crusades (according to the Troll Lords) won't be technically a "one volume system" in the same sense as the old Rules Cyclopedia; there will be a second manual, which is I think a monster manual type book as well as a DMG type book all in one.

One of our fellow posters The Sigil did a book called the OGL Fantasy-Lite Players guide. It's meant to be as rules light a version of D&D as possible (he can tell you much more than I can). In spirit it sounds very similar to the old Moldvay Red Box Basic Set from the early 1980's.
 

Belegbeth said:
Am I alone in thinking that such a product would be very useful? Also, more generally, is there a demand for a "rules lite" version of 3.x DnD (or a fantasy game roughly compatible with 3.x DnD)? I know that WotC is coming out with a "Basic Game" in the autumn. But I doubt that it will a complete "rules lite" version of DnD that can be used for an entire campaign.

The problem with any demand for this type of product is that while most people would like a "lite" version of the rules, few can agree on what that actually entails. For example, you might no like AoOs but I find they actually remove more complexity than they add; such as old special rules for drinking potions, running away and weapon lengths. Consider the pre-mentioned Castle & Crusades. While I totally agree with there mission statement, every detail I've been able to pry out of these guys about what they are actually changing I have disagreed with.

I'd prefer a one-book system that offered a reduced selection of stuff as mentioned but I'd like it to be 100% compatable with normal D&D. Removing the most troublesome feats, spells, and monsters would help. Do we really need 20 types of undead? I'd also like to see simple (less then 4 pages) rules on realms, mass combat and castles like the cyclopedia had.

But, as I said, few would also want what I want so I'll never see it.


Aaron
 

Savage Worlds, baby! (not d20, but that's just another benefit to me! :D) All you need is the core book. If you want to run a published campaign like 50 Fathoms or Evernight, all you need is the rules & the one setting book. That's it.
 

Henry said:
One of our fellow posters The Sigil did a book called the OGL Fantasy-Lite Players guide. It's meant to be as rules light a version of D&D as possible (he can tell you much more than I can). In spirit it sounds very similar to the old Moldvay Red Box Basic Set from the early 1980's.
I'm working on a review of that product right now. I'm using my wife as the test case. There are some really nice things I will be saying about it.

It is aptly named: Player's Guide. There is almost nothing about DMing, no monster, and no treasure. So in that regard, it is not like the old basic set.

The product only works in the hands of an experienced DM who is bringing a "never played RPGs before" person into the game. The DM will still need the SRD or the core books to run the game, and of course, know how to run.

I still feel there is a demand in the market for a 96-128 page PDF/POD product which teaches new DMs as well as players how to play D&D. Ideally, it should be split between classes, races, skills, feats, spells and gear (50%) and monster, treasure, magic items, DMing skills (50%).
 

Yeah.... maybe just have the four most basic core classes (fighter, rogue, wizard, cleric) with level progression for the first 10 levels or so, feats toned down (no craft, less of the more advanced fighting and metamagic feats etc.), leave out some of the ranger/druid oriented skills, only the more basic/most used spells etc. etc.

Any other ideas?
 

I agree that tastes on what "lite rules" should be, so this might be a difficult, if worthwhile endeavor. It should contain a decent array of monsters and some good DMing tips on top of the basic player stuff as well.

OT- whisper72 - I used to live in Soesterberg and visited Utrecht often. The Netherlands is a beautiful country, I miss it all the time!
 

I've been using a D20-lite with my son and other kids for a little while now, it is still sloppy and not ready for distribution to others but basically here is what i did-

*rules for levels 1 to 10.
* Reduced ability modifiers so play is impacted mor eby player input then numerical superiority. Bonuses are 1/4 stat rounded up -3.
*Used the Basic DND line class/race structure (4 core classes and 3 demihuman race/classes)
*Reduced the overall number of skills and hardwired a small selection of skills into each class
* Feats are reduced into a choose feat A or B at specific levesl for specific classes.
* Simplified combat by dumping AoO for limited action inside threatened areas.
* simplified spell descriptions for a smaller selection of spells mostly with reduced book keeping.
 
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