DonAdam
Explorer
I, too, would like to see more modular rules sets in Dragon.
The wuxia campaign rules was a great idea, but it was poorly, poorly executed. I love the idea of alternate rules to simulate certain sub-genre, but Dragon just hasn't been putting out quality stuff in that department, and it's been far from comprehensive. Some of the swashbuckling articles in one of the issues right before 3rd edition were quite good. It would be nice to see something along those lines, but also with rules changes for swashbuckling campaigns.
Use a big chunk of one issue to fully flesh out a vitality/wounds system/class defense/armor = DR system.
Give me magitech rules, etc in one issue (actually, I'm working on something like this with 4ctf as a base)
Others mentioned already include naval combat, mass combat, etc.
Give me conversions of old stuff so that I can use my old books. One of my friends is working up a conversion chart from 1st edition rate experience into 3rd edition so that the old modules can be played with the new rules without outpacing the adventure.
If they must do classes, here are several suggestions:
1) Alternate core classes when enough people want it- I don't care if the people that think the ranger got the shaft are right or wrong, but when there's that significant of a fan base out there that thinks there's a problem with something like this then Dragon is the place to put alternatives. You could even do one big article with several variants so that you have a better chance of being useful.
I, for one, would like to see a less combat-oriented priest and a skill specialist without sneak attacks and such.
2) For new core classes, always, ALWAYS, give the npc 1st-20th level progression AND the apprentice level rules. This goes for all d20 books.
3) If I must suffer Prestige Classes, give me some good cream with them. The Eldritch Master was great, but it would have been 100 times cooler if there was a 2-6 page article detailing the relationship between the EM and his outsider patron (and I KNOW Monte could do that well).
All the prestige classes should have some sort of roleplaying requirement, and a cream article to fully flesh out the implications of it makes the class much, much more useful.
For a good example of this, see Path of the Sword.
4) Follow the example of the monk classes in the knights issue and give a couple tiny variations on each class, instead of having to write 8 different classes. This makes the classes more modular, which is always, always, always, always, always good.
And, lastly...
I do not ever, never ever ever, NEVER, need another article about dragons.
They don't come up often enough to justify the countless pages that have been used on them. I know what the name of the magazine is, I don't need ot be reminded on every page. Dragons have been beaten to death with a +5 Unholy Vorpal Stick of Ultimate Repetitiveness.
The wuxia campaign rules was a great idea, but it was poorly, poorly executed. I love the idea of alternate rules to simulate certain sub-genre, but Dragon just hasn't been putting out quality stuff in that department, and it's been far from comprehensive. Some of the swashbuckling articles in one of the issues right before 3rd edition were quite good. It would be nice to see something along those lines, but also with rules changes for swashbuckling campaigns.
Use a big chunk of one issue to fully flesh out a vitality/wounds system/class defense/armor = DR system.
Give me magitech rules, etc in one issue (actually, I'm working on something like this with 4ctf as a base)
Others mentioned already include naval combat, mass combat, etc.
Give me conversions of old stuff so that I can use my old books. One of my friends is working up a conversion chart from 1st edition rate experience into 3rd edition so that the old modules can be played with the new rules without outpacing the adventure.
If they must do classes, here are several suggestions:
1) Alternate core classes when enough people want it- I don't care if the people that think the ranger got the shaft are right or wrong, but when there's that significant of a fan base out there that thinks there's a problem with something like this then Dragon is the place to put alternatives. You could even do one big article with several variants so that you have a better chance of being useful.
I, for one, would like to see a less combat-oriented priest and a skill specialist without sneak attacks and such.
2) For new core classes, always, ALWAYS, give the npc 1st-20th level progression AND the apprentice level rules. This goes for all d20 books.
3) If I must suffer Prestige Classes, give me some good cream with them. The Eldritch Master was great, but it would have been 100 times cooler if there was a 2-6 page article detailing the relationship between the EM and his outsider patron (and I KNOW Monte could do that well).
All the prestige classes should have some sort of roleplaying requirement, and a cream article to fully flesh out the implications of it makes the class much, much more useful.
For a good example of this, see Path of the Sword.
4) Follow the example of the monk classes in the knights issue and give a couple tiny variations on each class, instead of having to write 8 different classes. This makes the classes more modular, which is always, always, always, always, always good.
And, lastly...
I do not ever, never ever ever, NEVER, need another article about dragons.
They don't come up often enough to justify the countless pages that have been used on them. I know what the name of the magazine is, I don't need ot be reminded on every page. Dragons have been beaten to death with a +5 Unholy Vorpal Stick of Ultimate Repetitiveness.