So what you want isn't in the Core - how many books do you want?

Rechan

Adventurer
The way people are talking over here, they want a really paired down "basic" Race/class mix in the core.

But some can't agree with what races/classes are essential. Some want to toss out the rogue. Some want to toss gnomes out. Many want barbarians/bards/etc to go.

Not to mention we've seen people discussing tucking everything from Skills to Gird combat away in another book.

This means that more than likely:

People were upset when gnomes/half-orcs/barbs/druids/bards were held off for the 4e PHB2, and Frost Giants were in the MM2. It most likely will be worse if WotC follows what the majority are saying (4 classes/4 races).

1) Something you want isn't going to be in the base rules.

2) There's going to be a lot of books.

Are you going to be upset for #1, and how many books are you going to be willing to get if stuff is sequestered to a bunch of books?
 

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The "Base Rules" probably won't take up a full book.

In fact, if you could make the "Base Rules" a little 25-page pamphlet, then you could feel free to include it in every boxed set you sell people. ;)

I imagine the PHB will be all about presenting options.

The thing is, if you're going for pared-down, essential, minimalist D&D, you're going to need to jettison everything that isn't truly vital to the experience, and add it on later.

I'm of the opinion that there MIGHT be four classes (fighter, thief, wizard, cleric) and three or four races (human, elf, dwarf, possibly a Halfling), but even that could be pared down further (ONE class: Adventurer! ONE race: Human!...and even if this isn't the default, it should be a possibility).

Now, I will be in the market for a great many additional options if this is the case, but that's probably what they want. ;) I'll gladly spend on optional rules systems to expand my game in ways I want. I'll skip minis combat rules, I'll maybe skip some of the classes, but there's little optional material I won't want to at least opt into for some of my games.

I would rather neglect something in the Core Rules and be able to add it on in later books than put something into the Core Rules that's going to be assumed for everything going forward. Don't want to assume every campaign setting has clerics or elves? Please eject them from the Core Rules. Better to have a minimal Core Rules and have to buy more books later than to have every setting assume that there are Barbarians and Dragonborn in them.
 

1) Something you want isn't going to be in the base rules.
2) There's going to be a lot of books.

1) When 4e was first released, I was going to test the waters with my all-animal campaign concept "Nature of the Beast". Unfortunately, with no Awaken spell, greenhags, or druids, the concept was a lot less appealing. Admittedly, I set my sights a bit high. Yes, I could have converted a boatload of material to run the game, but that seemed contrary to the experiment.

2) I'm hoping that 5e will allow for the option of not purchasing physical books. I would rather load up my iPad with EPUB3 books and apps, at a discount from the physical media. That option worked quite well, enticing me to download Pathfinder PDFs.
 

I think the PH, DMG and MM trilogy needs to be rethought.

In addition there needs to be a Rulebook which contain the basic rules (instead of the PH) and book called something like Treasure and Tomes which contains magic items and rituals (please dont put them in the PH!)
 

One (fairly deluxe) Starter Set. Contains the 4 classic races and the 4 classic classes. Covers levels 1-5 (ideally, the whole 'Beginner' tier).

One Core Rulebook. Covers 4-8 races and 4-8 classes. Covers levels 1-15 (the Beginner and Heroic tiers. If we're not having a Beginner tier, the level range can be cut to 1-10, and cover only the Heroic tier). But, this book also contains DM materials, magic items, and monsters. It really is all you need to play the game.

Then, regular (small) rules expansions via the DDI. Essentially, an ongoing playtest. This expands the range of races, classes, monsters, and everything else as it goes. Most importantly, any required errata are applied ASAP, because:

At the end of the year, one or two major hardback expansions to the game, compiling the errata'd versions of material from the DDI. Once they're in print, no further errata/revisions are allowed! (If one hardback, it includes everything. If two, split the monsters out to a separate "Monster Manual" for the year.)

Occasional expansion/setting books - perhaps a series of "Unearthed Arcana" type books giving various modules that can be plugged into the game (or not). (The "Dungeon Master's Guide" could well be the first of these.)

Note: everything should be made available online, either automatically though a DDI sub or by separate purchases. However, it's also vital that you be able to play the game without a DDI sub, so the books have to be available in print. And the 4e model where a book was released, and then progressively errata'd to the extent that the printed work became nigh-useless if the group used DDI, was a complete disaster. Once it's in print, they have to try really hard not to change it.
 

If people really want something like a new OGL and SRD for the next edition, doesn't that imply that there is need for a lot of books? All the 3PP books, WotC books.


I would try to organize things by tiers of play:


Starter Covers Levels 1-3, 4 or 5 (however much we can squeeze in).
Will probably be presented as single starter box. It should provide enough material to get you going.

Low complexity overall. We do not have a distinction between classes and races yet. Feats, Talents or Powers and similar concepts are not explained, just represented as something a character has or hasn't and only explained in what they do for that particular character, without attempting to generalize and explain the underyling principles.

What the starter sets lacks in complexity, it should make up in style and flavor. The adventurers really have to be written well. The pages must ooze flavor. But it must also contain all the stuff that needs to be known to play the game in a short-hand, easy to reference format.

Basic: Covers Level 1-10.
Adds overall complexity. We get introduced to race + class, feats, skills, talents, powers and what else our system includes in the core as seperatable concepts. We get a host of new races and classes.

If we can make it possible, this should be just one book, including material for players and DMs and monsters. We "only" need to cover 10 levels, after all.

Advanced: Covers Level 1-20.
Adds more complex options and a new range of levels. Multiclassing,
Save or Die, Grim & Gritty, Paragon Paths, Intelligent Magical Items, Artifacts, World-Building.
This part may actually include more material. For example, I could imagine the "Advanced Dungeons Master Guide" to be a seperate book, as it contains considerable rules and guidelines on how to create communities, organizations and cities, that just have no place in a different book.

Expert: Covers Level 1-30: Adds more complex options, and even the most oddball things. Psionics, Epic Destinies, Gods. Variant Cosmologies. Alternate magic systems.

Supplements:
Supplements will exist in various forms, from WotC and 3PP following the new license. They should ideally denote whether they cover basic, advanced or expert topics. (Some books may cover all - if you want to make a book about a new setting).

Core:
The core of the system. This is our equivalent to the 3.x SRD. Minus the monsters, minus the specific classes, minus the specific races. It may actually be available online (for free?), and can be re-used for games that can be denoted "compatible for play with D&D".
The core may not even be available as a rulebook on its own, beause it is too abstract, to unspecific. But it's the design guideline for everything else you build. It's the design bible for the new edition.
 

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