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SCOOP! Wizards to release 3E Draconomicon
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<blockquote data-quote="jasamcarl" data-source="post: 780837" data-attributes="member: 1251"><p>The comparitive sales of 2e books is still better a better indicator of consumer tastes then what you are arguing for, unless those tastes have changed, which in the case of DnD, i seriously doubt.</p><p></p><p>And the design issues are fundemental to both the willingness of any company to put out a system and what that system is likely to look like, so yea, the ends and the means are intwined (i.e. i'm not confusing them). </p><p></p><p>There are two fundemental approaches, rules light and rules heavy. They both have problems of supply and demand, respecitivly. Going the heavy tactical route would entail all the problems i specified above, making playtesting and balancing a nightmare, and attempting to sell a heavy game to a market which has not been receptive to that type of minigame in the past. A rules-light approach, i.e. scene descriptor, is nothing more that a way to gratify the dm, because by definition, the pcs would have very little effect on the outcome so as to avoid the resource/reward problem i already specficied. So on the whole most groups and probably most dms would be happy with simple 'handwaving'.</p><p></p><p>As to the toolbook, if you don't have a point-based system and just general guidlines, that still hoists a lot of work on DMs in creation. And no guidlines can make up for solid playtesting. So you are likely to appeal to only a small section of dms, an already limited portion of the DnD market. </p><p></p><p>So why would you think it worth Wotc's effort to produce either of these books when these gaps are only apparent to a very few hardcore including yourself?</p></blockquote><p></p>
[QUOTE="jasamcarl, post: 780837, member: 1251"] The comparitive sales of 2e books is still better a better indicator of consumer tastes then what you are arguing for, unless those tastes have changed, which in the case of DnD, i seriously doubt. And the design issues are fundemental to both the willingness of any company to put out a system and what that system is likely to look like, so yea, the ends and the means are intwined (i.e. i'm not confusing them). There are two fundemental approaches, rules light and rules heavy. They both have problems of supply and demand, respecitivly. Going the heavy tactical route would entail all the problems i specified above, making playtesting and balancing a nightmare, and attempting to sell a heavy game to a market which has not been receptive to that type of minigame in the past. A rules-light approach, i.e. scene descriptor, is nothing more that a way to gratify the dm, because by definition, the pcs would have very little effect on the outcome so as to avoid the resource/reward problem i already specficied. So on the whole most groups and probably most dms would be happy with simple 'handwaving'. As to the toolbook, if you don't have a point-based system and just general guidlines, that still hoists a lot of work on DMs in creation. And no guidlines can make up for solid playtesting. So you are likely to appeal to only a small section of dms, an already limited portion of the DnD market. So why would you think it worth Wotc's effort to produce either of these books when these gaps are only apparent to a very few hardcore including yourself? [/QUOTE]
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