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<blockquote data-quote="RyanD" data-source="post: 2393915" data-attributes="member: 3312"><p>Originally Posted by RyanD</p><p>There are so many more valuable things that could be sold to players and GMs beyond new rules that I get greatly irritated by how many "rulebooks" I see in the marketplace.</p><p></p><p></p><p></p><p>I thought this topic deserved its own thread. (Wow - two threads from me in one day. Feels like 2000 all over again!)</p><p></p><p>Here's an example:</p><p></p><p>One of the biggest complaints with 3E is that stat blocks are a pain to create. Why doesn't someone make a great big old "book of stat blocks". Take every monster in the SRD, and stat it up by level to 20th level, in each class, with appropriate equipment. Index that thing right, and it becomes an invaluable reference for a DM.</p><p></p><p>Here's another:</p><p></p><p>There's a system for making a magic item in the DMG. You have to work your way through pages of dense, hard to read text to figure it out. And there is a lot of logic embedded in that text that is not explicitly written, so if you want to vary from the book, you have to reverse engineer the whole system to avoid breaking things.</p><p></p><p>Why doesn't someone make a book that becomes a "user's guide to the magic item" system? Flowcharts for simplicity. A ton of magic items built per the spec with stat blocks already derived and ready for use. A detailed look at the costing mechanism for effects for weapons & armor so that you could add new effects within the parameters of the system. Notice how there's no intelligent items in the DMG? That's a whole chapter of pre-built stuff right there.</p><p></p><p>This is the kind of stuff I'm talking about. Stuff that uses the rules as written, but gives the DM (and players) a whole new toolbox of stuff to easily integrate without worrying about "breaking the game".</p></blockquote><p></p>
[QUOTE="RyanD, post: 2393915, member: 3312"] Originally Posted by RyanD There are so many more valuable things that could be sold to players and GMs beyond new rules that I get greatly irritated by how many "rulebooks" I see in the marketplace. I thought this topic deserved its own thread. (Wow - two threads from me in one day. Feels like 2000 all over again!) Here's an example: One of the biggest complaints with 3E is that stat blocks are a pain to create. Why doesn't someone make a great big old "book of stat blocks". Take every monster in the SRD, and stat it up by level to 20th level, in each class, with appropriate equipment. Index that thing right, and it becomes an invaluable reference for a DM. Here's another: There's a system for making a magic item in the DMG. You have to work your way through pages of dense, hard to read text to figure it out. And there is a lot of logic embedded in that text that is not explicitly written, so if you want to vary from the book, you have to reverse engineer the whole system to avoid breaking things. Why doesn't someone make a book that becomes a "user's guide to the magic item" system? Flowcharts for simplicity. A ton of magic items built per the spec with stat blocks already derived and ready for use. A detailed look at the costing mechanism for effects for weapons & armor so that you could add new effects within the parameters of the system. Notice how there's no intelligent items in the DMG? That's a whole chapter of pre-built stuff right there. This is the kind of stuff I'm talking about. Stuff that uses the rules as written, but gives the DM (and players) a whole new toolbox of stuff to easily integrate without worrying about "breaking the game". [/QUOTE]
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