Rules Void?

Incenjucar said:
The most needed books are "How to" books. That is -the- largest gap in the industry.

As in "How to make spells" and "how to make monsters" etc? Is that what your talking about?

Incenjucar said:
...I'm talking books of just possible rules of various size that can be inserted...

I think these can be handled by a single book becuase I honestly cannot see an entire feat devoted to rage, let along trip.
 

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Wormwood said:
I'd like to see some decent treatments of:

Mass Combat/Warfare
Something tactical yet easily playable. I don't want a full d20 mini-game, neither do I want a treatise on historical warfare—just a system that uses the current D&D rules 'kernel' to quickly determine the outcome of large-scale combat.

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.

Interestingly enought -- what you consider gaps, I consider covered by the best two third-party products I've ever bought.

Fields of Blood by Eden -- has a GREAT mass combat system...particularly compared to the lacklustre efforts of the Cry Havoc's of the world (it also has a great realm management system -- though I'm looking to expand it)

As for social rules -- Dynasties and Demagogues (An ENie winnier if I'm not mistaken) - takes social role playing to a new level -- with various mechanical ways to handle traditional 'off-book' events like debates, elections negotiations etc...

In a world increasingly filled with products that offer questionable value for their money, these two products get used again and again and again...
 

UltimaGabe said:
In my opinion, the rules don't cover inventing spells nearly as much as they should have.

Also, I think that there's too much of the game focused on life-or-death situations- that is, there are too many Fireballs, and Lightning Bolts, and Slay Livings, and all sorts of those. The entire game is battle-oriented by nature. What if you just want to have fun, and not go around killing things? Whatever happened to all of the good spells like Sneeze? Why are there no spells that help with everyday activities? Clerics have plenty of things to let them raise the dead and destroy undead, but what about baptisms? Why are the Craft and Profession rules ignored as much as they are? Everything in the game that has to do with everyday, non-combat-oriented actions are summed up in 0- or 1st- level spells, and then there's hundreds more spells in the game that have to do with killing people. The game, as it is, is designed for hack-and-slash, for the most part.

I have to agree with this. I make all sorts of custom spells. From cantrips so that I don't have to get out of my bedroll to pee in the morning ("Hey! Did the mage just throw a ball of URINE!?!") To higher level spells for fun and comfort. If I want a thing, I make a spell for it. And there really should be more rules for spellcrafting. There is, after all, a skill for it. a skill that is not used, you may note, when crafting spells (per RAW)
 


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)
You're kidding. Mass combat has been covered in a myriad of books:
- Eden's Fields of Blood (considered to be very good)
- Malhavoc's Cry Havoc (considered good, but a couple of drawbacks)
- AEG's War
- Mongoose's OMC system (can't remember which book has the newest version)
- WotC's Miniatures Handbook (bad, but good for "skirmishes")
So what would be a useful book coving something that has not been covered or has been covered poorly?
I would love a complete and detailed "merchant's guide/economics" type of book - full rules for PCs buying/building inns, taverns, caravans, shipping - complete with profit/loss rules, tax guide, etc. Also a detailed economics guide for a (core) D&D world and detailed guidelines for adapting it to different campaign world types (how much farmers make, merchants, nobles, etc in a world with adventurers bringing in large amounts of valuables).

I'm sure it "wouldn't sell" blah blah blah, but it is a rules void.
 

UltimaGabe said:
In my opinion, the rules don't cover inventing spells nearly as much as they should have.

Check out Heroes of High Favor: Elves from Bad Axe Games. It has an appendix with some great spell creation guidelines.
 


DonaldRumsfeldsTofu said:
I second the Native American setting.

The only thing I have ever seen close to this is the old 2E Mazteca stuff from then TSR. Which was pretty poor. 'Shame no one has tried something along these lines.
 

nothing to see here said:
As for social rules -- Dynasties and Demagogues (An ENie winnier if I'm not mistaken) - takes social role playing to a new level -- with various mechanical ways to handle traditional 'off-book' events like debates, elections negotiations etc...
After reading a couple of reviews, that seems to be precisely what I've been looking for. Looks like I have a new book to buy.

Thanks!
 
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Wormwood said:
After reading a couple of reviews, that seems to be precisely what I've been looking for. Looks like I have a new book to buy.

Thanks!

It was an ENnie winner. :D Atlas has some great books that really no one talks about.
 

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