Rules Void?

Wormwood said:
Social Interaction
I'd like to see some rules that make negotiating over the price of a +1 sword as exciting as a typical combat—a system that introduces elements of strategy and game-play to socialization.

besides role playing?? :\

Quint Aristocrat has some good rules that while are not exactly this serve as the closest I've seen.
 

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The Grumpy Celt said:
Also - and this is a question for everyone, not just Wormwood - if there are no new areas that need rules and/or mechanical exploration, is the future of D&D 3.5 limited to rehashing old material? If so, what would be the point of buying further books if you already have ones adequately coving the subject in question.

This is actually two parts.

First, not everything has been done. In fact there are lots of areas that have yet to be covered. But the second part is we will see a rehash of what is already out there becasue publishers feel safer writing that and its not like the consumers don't buy it.
 

Where is the hstorical supplements? we have a few, but not nearly enough. There are some areas like Civil War which is pretty much uncovered by any RPG not just d20. Revelutionary War is also an area one never sees books for.

I have to agree with UltimaGabe where is the day to day magic? What does magic really mean to a world? Some books have scrabbed the surface but we need more.

Where are the good training rules? Rules foir using guilds and training halls that have purpose in game as well as in the meta game.
 

The Grumpy Celt said:
Namely, now there are rules for at least:
• Biblical settings
• Modern setting
• Future settings
• Lovecraftian settings
• Steampunk
• Sex

WTF?
by future\modern do you mean the d20 modern system? that is not (although it is very close to) D&D.
what do you mean by biblical, lovecraftian and steampunk?
there are rules for sex in D&D? never heard of that (i'm not sure i want to hear though)

The Grumpy Celt said:
At a guess – and there may be rules for this that I have missed – I would provide

• Useful Mass combat
• Renaissance setting
• Psuedo-American-Indian setting that’s not offensive
• Comedy (as a counter point to horror)

there most likely is a renaissance setting. and anyway, the DMG 3.5 provides some rules on the subject.
although there is no official setting for amirican/indian kish, it should be pretty easy to come up with something using the core rules.
comedy? you need rules for comedy? you most be joking!
mass combat can be astablisht with the normal D&D rules, but it will take time, lots of time, (and even more time with the DM i play with) unless you are a mid-high level wiz\sor. i suppose D&D was not ment for mass combat...
 

Environmental Hazards

Storms, earthquakes, volcanic eruptions, that sort of thing. Adlon's (ongoing) adventure with Hurricane Charley and the aftermath has reminded me that dealing with the environment itself can be an adventure.

A super cell (a thunderstorm on steroids) is coming down on your home. Complete with tornados etc. Can you handle it?
 



The Grumpy Celt said:
In what area – for a D&D game – are there insufficient rules, either no rules or the existing rules are inadequate for one reason or another? So what would be a useful book coving something that has not been covered or has been covered poorly?

I'm interested in seeing the "environment" books that various companies are producing and I hope they are done well. Maybe not a void, but definitely something our group could use and have been wanting for a couple of years.

Depending on who you ask, good firearm rules. ;) I'm not saying it for myself, I'm just judging by the number of threads that pop up from time to time.

I will second a book specifically on creating spells (especially the neato rituals presented in Unearthed Arcana), both in mechanics (how to create a balanced spell) and roleplaying (how a wizard researches and creates a new spell). I'm not a game designer and having a good book to use as a reference would be great. Maybe outline new and different kinds of spellcasting?

I think a book about skills might be neat, as long as it is something really comprehensive. The Expert book did some of this, but I think there's always room for more.

I know that not everyone likes the epic level stuff, but I think it's another area that hasn't really been explored.
 

kolikeos said:
WTF?
by future\modern do you mean the d20 modern system? that is not (although it is very close to) D&D.
what do you mean by biblical, lovecraftian and steampunk?
there are rules for sex in D&D? never heard of that (i'm not sure i want to hear though)

Biblical would be Testament from Green Ronin
Lovecraftian is probably d20 Call of Cthulu, which is based on D&D, not d20 Modern
Sorcery & Steam by FFG and (I think) Iron Kingdoms by Privateer Press cover steampunk.
Sex is dealt with by Valar Project's Book of Erotic Fantasy
 

UltimaGabe said:
The entire game is battle-oriented by nature.
very true, the D&D rules are mainly for combat
UltimaGabe said:
What if you just want to have fun, and not go around killing things?
how can you have fun without killing things? :p
UltimaGabe said:
Why are there no spells that help with everyday activities?
there are, some of them my be used as cambat spells too, so the discriptions are mainly for that.
UltimaGabe said:
Why are the Craft and Profession rules ignored as much as they are?
because you choose to ignor them
UltimaGabe said:
Everything in the game that has to do with everyday, non-combat-oriented actions are summed up in 0- or 1st- level spells,
the everyday kish is easy to mange and the everyday loser can't cast high level spells
 

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