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So what goes in the player's book?
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 5776457" data-attributes="member: 5868"><p>What should go in the Player's Handbook? This is a critical question, because in many ways, the PHB <strong>is</strong> 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.</p><p></p><p>Here are my thoughts:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><u>These things should be in the PHB:</u></p><p></p><p>(1) What is D&D? Explain it and how it's played. Include an example of play for newcomers.</p><p></p><p>(2) How to make a character. Attributes, etc.</p><p></p><p>(3) How to play. Basic rules (d20+mods, etc). Combat rules. Exploration.</p><p></p><p>(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.</p><p></p><p>(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.</p><p></p><p>(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.</p><p></p><p>(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.</p><p></p><p>(8) Equipment. Basic adventuring equipment, plus some basic magic items (less than the 4E PHB, though)</p><p></p><p>(9) All of the above in an OGL SRD, placed online, and not in a firewalled pay-to-play location.</p><p></p><p><u>These things should <strong>NOT</strong> go in the PHB.</u></p><p></p><p>(1) Every race/class/feat/spell ever invented in D&D. Lots of room later for modular expansions.</p><p></p><p>(2) Alternate systems. The core should be the building blocks, but put the specialty bricks in "Unearthed Arcana" expansions.</p><p></p><p>(3) Flavor-specific races/classes/roles -- dragonboobs, thieflings, psions, monks, oriental adventures, swordmages and swashbucklers, etc.</p><p></p><p>(4) Epic play. This deserves its own expansion module.</p><p></p><p>(5) All categories and powers of magic items. Leave a range of mystery and wonder for the DM to provide.</p><p></p><p>(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.</p><p></p><p>(7) Psionics.</p><p></p><p>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.</p><p></p><p>Discuss. What do you want to see?</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 5776457, member: 5868"] What should go in the Player's Handbook? This is a critical question, because in many ways, the PHB [b]is[/b] 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. [u]These things should be in the PHB:[/u] (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. [u]These things should [b]NOT[/b] go in the PHB.[/u] (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? [/QUOTE]
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