"Simplified Player's Handbook"

Funksaw

First Post
You know, between "Variant Handbooks" "Advanced Player Handbooks" "Advanced Player Guides" etc...

And not counting D&D which doesn't actually include variant rules?

How come no one's put out a book of varient rules designed to make D&-- er... your fantasy d20 roleplaying experience -- simpler? Things like simplifying spellcasting, eliminating class/cross-class in favor of simply providing a level bonus to certain archetypal skills, paring down the spell lists into damage type,

C'mon. You have to admit that, if you include italics in the title, "Simplified Players Handbook" would look kickass on a spine.

(Note: I *am* aware of Castles and Crusades, it just seems to me that the archetypes in Castles and Crusades are even *more* limiting than the ones in D&D - and I believe you can make the D&D system a whole lot simpler without sacrificing robustness.)
 

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I recently purchased a copy of the book Dungeons & Dragons for Dummies and without even looking at the book, gave it to my freinds wife who has been playing with us and up to that session, still had to be told what die to roll when making a spot check.

Everyone had quite a laugh, her especialy. Since then she has really picked up on the rules. I still havn't looked at the book, but I am hoping that she finds something that we are doing wrong.
 


Funksaw said:
I believe you can make the D&D system a whole lot simpler without sacrificing robustness.)

Then do it, and tell us about it when you are done. I think you might find meeting both goals harder than you currently imagine.
 



there are lotso of books that have simplier and different systems. They also have complicated and advanced systems. Its all there you just have to find it.
 

The 3 base classes in Unearthed Arcana simplifies things quite nicely. You loose a few archtypes, but as far as flexability and simplicity of the classes, you're all good. You can also play the simplified skill system there too (Either you have a skill that's maxed out, or you don't have it). As for spellcasting, you're welcome to ignore little bits and pieces of it (Many ignore material components in about 90% of the spells for example).
 

Without rehashing a long arguement in general... what SPECFICALLY do you want to cut from D&D?

Magic Bonus Types?
DR?
Skill Points?
Feats?

If the idea is a variant PH that is COMPATIBLE with D&D, all your doing is making an intro product that glosses over some complexities or making an "incomplete" PH that is NOT really all that compatible with any other current d20 D&D books on the market.

The First has been done: D&D for Dummies, The D&D Basic Set. The second wouldn't sell I'd wager.

The other alternative is to simplify d20 in all forms and pretty much make your own d20 RPG. If thats the case, may I introduce you to Castles and Crusades, Grim Tales, Blue Rose, and True d20.

The Final Problem is; WHO is this marketed for? New players (serviced by Intro products) Those looking for a simpler D&D Alternative (lC&C among others) or for those who wish to play D&D but without all the rules? (serviced by ingoring offending rules).

Nice Idea in concept, but really not all that useful. Unless I've overlooked something.
 

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