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<blockquote data-quote="delericho" data-source="post: 1755316" data-attributes="member: 22424"><p><strong>Collectable D&D...</strong></p><p></p><p>One significant problem with the collectable monsters/spells/magic items model I proposed is that you need a fairly stable core set of each for use by DMs in preparing adventures and (perhaps more importantly) for writers of pregenerated adventures. And while they can produce collections of each (perhaps a few months after the boosters come out and/or omitting the rares), you can't guarantee that people would have them, leading to problems writing adventures.</p><p></p><p>In the absence of a solution to that problem, I don't think it could work.</p><p></p><p>The statement that a lot of current players wouldn't switch over to a game featuring such a collectable motif is also very valid, and almost certainly true. Although, I wonder how much of that is people's innate distaste for and distruct of collectable materials? Consider for the moment how many supplementary books of spells you have (Magic of Faerun? Complete Book of Eldritch Might? Relics & Rituals?). In all the time you've had them, has your group used even 25% of the material from any of these?</p><p></p><p>I also wonder what percentage of D&D players actually would switch over automatically, since they fall into the category of players who play casually, probably in RPGA games, and without using supplements of any sort (Not that there's anything wrong with any of these, except that they don't spend a lot of money on the game). If that market crosses over, and there's an influx of kids, then are we really that necessary? (Hopefully, the answer is 'yes', especially since the kids aren't guaranteed.)</p></blockquote><p></p>
[QUOTE="delericho, post: 1755316, member: 22424"] [b]Collectable D&D...[/b] One significant problem with the collectable monsters/spells/magic items model I proposed is that you need a fairly stable core set of each for use by DMs in preparing adventures and (perhaps more importantly) for writers of pregenerated adventures. And while they can produce collections of each (perhaps a few months after the boosters come out and/or omitting the rares), you can't guarantee that people would have them, leading to problems writing adventures. In the absence of a solution to that problem, I don't think it could work. The statement that a lot of current players wouldn't switch over to a game featuring such a collectable motif is also very valid, and almost certainly true. Although, I wonder how much of that is people's innate distaste for and distruct of collectable materials? Consider for the moment how many supplementary books of spells you have (Magic of Faerun? Complete Book of Eldritch Might? Relics & Rituals?). In all the time you've had them, has your group used even 25% of the material from any of these? I also wonder what percentage of D&D players actually would switch over automatically, since they fall into the category of players who play casually, probably in RPGA games, and without using supplements of any sort (Not that there's anything wrong with any of these, except that they don't spend a lot of money on the game). If that market crosses over, and there's an influx of kids, then are we really that necessary? (Hopefully, the answer is 'yes', especially since the kids aren't guaranteed.) [/QUOTE]
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