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So what didn't you get for 3X?
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<blockquote data-quote="DwarvenDog" data-source="post: 3966809" data-attributes="member: 40792"><p><strong>what I wished for</strong></p><p></p><p>Feat and PrC compendiums might have been nice. Here's my thoughts on what I wanted to see.</p><p></p><p>Unearthed Arcana II: Include how to balance reserve feats. Better creature advancement rules. Better craft rules. Alternate class abilities as in PHBII, a PC race-creation guide. Running low-magic campaigns. Alternate monster classifications. Variant rules to be added to the SRD, of course.</p><p></p><p>Heroes of Intrigue: a guide to running political campaigns, social maneuvering, and urban adventures. Could have easily synergized with the Cityscape book, had the developers been so inclined.</p><p></p><p>Heroes of the Exotic: a guide to running campaigns that explore strange, exotic or otherworldly cultures. A look at how to create functioning adventures in societies outside the norm. </p><p></p><p>World/Campaign Builder's Guide: could have played off the Dungeonscape book in terms of world/dungeon creation guidelines. This was sorely lacking in 3E... how to build a coherant and consistent world using the ruleset.</p><p></p><p>Monster Tome: Giants. Could have worked well with a larger-than-life dungeon tiles set and an expedition-style reworking of the Giants modules. This should have happened immediately prior to the Drow book that we got.</p><p></p><p>Monster Tome: Elementals. I really longed for this, an updated-for-3E guide to the elemental planes and their denizens. Include chapters on genies, the vaati, princes of elemental evil, etc.</p><p></p><p>Monster Tome: Fey. We should have seen how to do faerie-tales properly in D&D, and this would have been the book to do it. From a monster-manual perspective, fey are just people in the wilderness with magical powers. We should have gotten a chance to see how they could be more interesting.</p><p></p><p>Environment Book: A primeval swamp/forest guide. Perfect place to tie in not only that Fey book, but Races of the Wild. Also how to do fully-treetop villages, how to do swamp travel, and do-it-yourself dinosaur builder rules.</p><p></p><p>Environment Book: Earth and Sky. Detailing mountains, badlands, cloud castles, aerial travel, etc. Tie in Races of Stone and the Giants book, with rules for high-altitude travel, running a mine or a mountain/cloud fortress, better falling rules (similar to the new lava rules?)</p><p></p><p>And last on my list: A decent E-tools product for campaign and character management.</p></blockquote><p></p>
[QUOTE="DwarvenDog, post: 3966809, member: 40792"] [b]what I wished for[/b] Feat and PrC compendiums might have been nice. Here's my thoughts on what I wanted to see. Unearthed Arcana II: Include how to balance reserve feats. Better creature advancement rules. Better craft rules. Alternate class abilities as in PHBII, a PC race-creation guide. Running low-magic campaigns. Alternate monster classifications. Variant rules to be added to the SRD, of course. Heroes of Intrigue: a guide to running political campaigns, social maneuvering, and urban adventures. Could have easily synergized with the Cityscape book, had the developers been so inclined. Heroes of the Exotic: a guide to running campaigns that explore strange, exotic or otherworldly cultures. A look at how to create functioning adventures in societies outside the norm. World/Campaign Builder's Guide: could have played off the Dungeonscape book in terms of world/dungeon creation guidelines. This was sorely lacking in 3E... how to build a coherant and consistent world using the ruleset. Monster Tome: Giants. Could have worked well with a larger-than-life dungeon tiles set and an expedition-style reworking of the Giants modules. This should have happened immediately prior to the Drow book that we got. Monster Tome: Elementals. I really longed for this, an updated-for-3E guide to the elemental planes and their denizens. Include chapters on genies, the vaati, princes of elemental evil, etc. Monster Tome: Fey. We should have seen how to do faerie-tales properly in D&D, and this would have been the book to do it. From a monster-manual perspective, fey are just people in the wilderness with magical powers. We should have gotten a chance to see how they could be more interesting. Environment Book: A primeval swamp/forest guide. Perfect place to tie in not only that Fey book, but Races of the Wild. Also how to do fully-treetop villages, how to do swamp travel, and do-it-yourself dinosaur builder rules. Environment Book: Earth and Sky. Detailing mountains, badlands, cloud castles, aerial travel, etc. Tie in Races of Stone and the Giants book, with rules for high-altitude travel, running a mine or a mountain/cloud fortress, better falling rules (similar to the new lava rules?) And last on my list: A decent E-tools product for campaign and character management. [/QUOTE]
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