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<blockquote data-quote="delericho" data-source="post: 1754038" data-attributes="member: 22424"><p>I didn't say it was a pleasant thought (it's not), but the powers-that-be at Wizards have a responsibility to maximise shareholder value, and if they can make this fly it would certainly help towards that.</p><p></p><p>There is one other beneficial side-effect. 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.</p><p></p><p>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.</p><p></p><p>You can then produce a book of advanced rules, covering levels above 10th, adding back races (Gnomes, Half-elves and Half-orcs), classes (Bards, Paladins, Druids, Wizards), multiclassing, alignment, and various other things that have been removed from the game. I propose such a book might be called "<em>Advanced</em> Dungeons & Dragons", or something like that.</p><p></p><p>(The reason I propose that the options listed above be moved to the advanced book is that those elements are harder for newbies to grasp than others. The races are the non-Tolkien ones, multiclassing and alignment can be quite hard to grasp, and I've found that Sorcerers are much easier to explain than Wizards. I'm assuming, of course, that the Vancian magic system isn't ditched in favour of a mana system, which I think is by no means certain.)</p><p></p><p>I would also predict a fairly major increase in the power of characters at low levels (so newly-minted 1st level characters would have power equivalent to current 3rd level characters, or thereabouts). There are few things as discouraging to a new player to have his wizard killed by a stray arrow in the first round of combat, before he's even had a chance to act.</p><p></p><p>I could, of course, be utterly wrong. I do, though, expect to see a move towards more ties to the miniatures, more ease of use for new players and, if possible, a lower entry price.</p></blockquote><p></p>
[QUOTE="delericho, post: 1754038, member: 22424"] I didn't say it was a pleasant thought (it's not), but the powers-that-be at Wizards have a responsibility to maximise shareholder value, and if they can make this fly it would certainly help towards that. There is one other beneficial side-effect. 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. You can then produce a book of advanced rules, covering levels above 10th, adding back races (Gnomes, Half-elves and Half-orcs), classes (Bards, Paladins, Druids, Wizards), multiclassing, alignment, and various other things that have been removed from the game. I propose such a book might be called "[I]Advanced[/I] Dungeons & Dragons", or something like that. (The reason I propose that the options listed above be moved to the advanced book is that those elements are harder for newbies to grasp than others. The races are the non-Tolkien ones, multiclassing and alignment can be quite hard to grasp, and I've found that Sorcerers are much easier to explain than Wizards. I'm assuming, of course, that the Vancian magic system isn't ditched in favour of a mana system, which I think is by no means certain.) I would also predict a fairly major increase in the power of characters at low levels (so newly-minted 1st level characters would have power equivalent to current 3rd level characters, or thereabouts). There are few things as discouraging to a new player to have his wizard killed by a stray arrow in the first round of combat, before he's even had a chance to act. I could, of course, be utterly wrong. I do, though, expect to see a move towards more ties to the miniatures, more ease of use for new players and, if possible, a lower entry price. [/QUOTE]
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