Olgar Shiverstone
Legend
What should go in the Player's Handbook? This is a critical question, because in many ways, the PHB is the game of D&D. It's the bread and butter, the book every player has or uses, and sets the scope and tone for the rest of the game. I still think the PHB/DMG/MM is iconic to D&D and should be retained, vice going to an all-in-one sort of Basic/Advanced/Masters rulebook.
Here are my thoughts:
First: There's only one PHB. We shouldn't have to buy three books labelled "PHB" to get the core of the game. One PHB by name, and then we can get expansions/modules/flavor/fluff/splatbooks.
Second: The PHB should have the quality of a textbook, but is should not read like a textbook. It needs good art, good prose, and inspiring fluff, in addition to good organization. The 1E PHB got the prose right, but lacked organization; the 4E PHB was too sterile and clinical. We should have a book that's enjoyable to read & re-read as well as being accessible for use at the game table.
Third: Digital capability. Besides OGL/SRD (more later), I'd like a digital format to load on a laptop or tablet to be *free* with purchase of PHB.
These things should be in the PHB:
(1) What is D&D? Explain it and how it's played. Include an example of play for newcomers.
(2) How to make a character. Attributes, etc.
(3) How to play. Basic rules (d20+mods, etc). Combat rules. Exploration.
(4) Core races. I vote: human, dwarf, elf (happy with elf/eladrin split, but YMMV), halfling, half-elf, half-orc. Gnomes ... I hate them with a passion but perhaps they can stay.
(5) Core classes. I vote: fighter, ranger, paladin, barbarian, cleric, druid, wizard, bard, rogue, some alt-arcane class (sorcerer/warlock), plus rules for multi-classing or otherwise mixing class attributes.
(6) Core character mechanics. Whether this is skills & feats, or powers, or some other variation. Plus alignment. Item & spell creation rules should be in here, too.
(7) Magic/spells/rituals. Doesn't need to be everything, but enough to support the core classes for the "core experience" of 1-10 or 1-20 levels.
(8) Equipment. Basic adventuring equipment, plus some basic magic items (less than the 4E PHB, though)
(9) All of the above in an OGL SRD, placed online, and not in a firewalled pay-to-play location.
These things should NOT go in the PHB.
(1) Every race/class/feat/spell ever invented in D&D. Lots of room later for modular expansions.
(2) Alternate systems. The core should be the building blocks, but put the specialty bricks in "Unearthed Arcana" expansions.
(3) Flavor-specific races/classes/roles -- dragonboobs, thieflings, psions, monks, oriental adventures, swordmages and swashbucklers, etc.
(4) Epic play. This deserves its own expansion module.
(5) All categories and powers of magic items. Leave a range of mystery and wonder for the DM to provide.
(6) Setting-specific information. A few examples of gods might be OK, depending on whether we have domains for clerics or the like. Leave this for the DM.
(7) Psionics.
This probably sounds a lot like the 3E PHB content and organization, which is intentional -- though there are specific elements of that era PHB that I'd change, I think it struck the best balance of the PHBs published to date.
Discuss. What do you want to see?
Here are my thoughts:
First: There's only one PHB. We shouldn't have to buy three books labelled "PHB" to get the core of the game. One PHB by name, and then we can get expansions/modules/flavor/fluff/splatbooks.
Second: The PHB should have the quality of a textbook, but is should not read like a textbook. It needs good art, good prose, and inspiring fluff, in addition to good organization. The 1E PHB got the prose right, but lacked organization; the 4E PHB was too sterile and clinical. We should have a book that's enjoyable to read & re-read as well as being accessible for use at the game table.
Third: Digital capability. Besides OGL/SRD (more later), I'd like a digital format to load on a laptop or tablet to be *free* with purchase of PHB.
These things should be in the PHB:
(1) What is D&D? Explain it and how it's played. Include an example of play for newcomers.
(2) How to make a character. Attributes, etc.
(3) How to play. Basic rules (d20+mods, etc). Combat rules. Exploration.
(4) Core races. I vote: human, dwarf, elf (happy with elf/eladrin split, but YMMV), halfling, half-elf, half-orc. Gnomes ... I hate them with a passion but perhaps they can stay.
(5) Core classes. I vote: fighter, ranger, paladin, barbarian, cleric, druid, wizard, bard, rogue, some alt-arcane class (sorcerer/warlock), plus rules for multi-classing or otherwise mixing class attributes.
(6) Core character mechanics. Whether this is skills & feats, or powers, or some other variation. Plus alignment. Item & spell creation rules should be in here, too.
(7) Magic/spells/rituals. Doesn't need to be everything, but enough to support the core classes for the "core experience" of 1-10 or 1-20 levels.
(8) Equipment. Basic adventuring equipment, plus some basic magic items (less than the 4E PHB, though)
(9) All of the above in an OGL SRD, placed online, and not in a firewalled pay-to-play location.
These things should NOT go in the PHB.
(1) Every race/class/feat/spell ever invented in D&D. Lots of room later for modular expansions.
(2) Alternate systems. The core should be the building blocks, but put the specialty bricks in "Unearthed Arcana" expansions.
(3) Flavor-specific races/classes/roles -- dragonboobs, thieflings, psions, monks, oriental adventures, swordmages and swashbucklers, etc.
(4) Epic play. This deserves its own expansion module.
(5) All categories and powers of magic items. Leave a range of mystery and wonder for the DM to provide.
(6) Setting-specific information. A few examples of gods might be OK, depending on whether we have domains for clerics or the like. Leave this for the DM.
(7) Psionics.
This probably sounds a lot like the 3E PHB content and organization, which is intentional -- though there are specific elements of that era PHB that I'd change, I think it struck the best balance of the PHBs published to date.
Discuss. What do you want to see?
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