delericho said:If you cut the Monster Manual to a quarter of its size, cut two-thirds of the spells from the PHB, and do the same to the magic items in the DMG, you're getting to the point where you can fit everything into a single book, called simply "Dungeons & Dragons". This becomes especially likely if you remove several options and subsystems, and everything above 10th level.
This allows you to drastically reduce the start-up cost ($30 instead of $90), and would allow the creation of a Warhammer-style starter set (containing the rule book, a sample adventure such as Sunless Citadel 4e, and all the miniatures and dungeon tiles needed to run it, plus dice, sample characters, and so on). All of which would help in bringing new players to the game.
Consider the Basic Game; and then consider the possibilities of an Expert Game.
Magic: the Gathering actually possesses such a structure.
There is the Starter Set, which introduces you to the basics of the game.
There is the Core Edition (currently 8th edition), which introduce you to the main rules and a subset of the abilities.
Finally, there are the Expansion sets, which uses complicated rules and abilities.
To some extent, D&D mirrors that approach (see here: The Future of D&D) with its Stage I, II and III players. The question is if Stage II (the Core Rulebooks) are slightly too advanced compared to the Stage I player (with the Basic Game).
Cheers!