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What belongs in a $50 PHB?
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<blockquote data-quote="Wyckedemus" data-source="post: 6271976" data-attributes="member: 1079"><p>Derren, that is an easy claim to make. But I think you know it is impossible to deliver, knowing that they have a large semi-fractured audience they have to appease. It's almost like you want to set your expectations and demands so if they don't fail one way, they are sure to fail another way. Every post I see from you comes across as you want them to fail. Is that your intent? That's how it comes across.</p><p></p><p>D&D is 40 years old, with 40 years of player and DM expectations.</p><p></p><p>Players of those edittions want all the PHB 1 classes and races presented, with a good selection of class options so fans of those different editions have something familiar that can give them the warm and fuzzies. They want cool toys and lots of cool spells that are pulled and reimagined from those (often disparate) older editions, with backgrounds/skills and feats and actual rules to play the game. That is a lot of stuff to fit into a physical book.</p><p></p><p>D&D has the almost unique challenge of providing for a larger variety of campaigns, expectant players, and playstyles. I say unique, because almost every other game out there has the luxury of having a single campaign and loreset to pull from, and D&D has to be able to run any kind of D&D setting and lore. Numenera is a giant book, with only one setting and set of conceits. 13th Age designers are creating a specific game that they like with one playstyle and campaign creation style. They don't have to cover other styles. Pathfinder had 3.5 to shoulder its burdens of lacking material while it shored up what it was missing over the years. Dresden Files and Serenity and lots of other games don't need to cater to disparate fans. They can have and support one vision.</p><p></p><p>If the D&D designers added any DM-specific advice and tools, and a decent selection of monsters in the same book as the player rules, those tools can't possibly be comprehensive enough to appease those who want them. There are so many core monsters, and valuable chapters in the MM and DMG books that the designers would still have to publish Monster books and a DM advice book for all the options and modularity they want to provide.</p><p></p><p>And can you imagine the number of players who would be frustrated if monsters and encounter/adventure creation, and other advice for DMs was included in the PHB, taking up precious space and replacing whatever player options that had to be cut from the book? Real estate in a book is very important! In fact, if you would put DM advice and Monsters into a single 320-page rulebook, what player stuff would you remove? What options?</p><p></p><p>And finally, many fans of D&D are used to the 3 book model, and if all three books are good, then they will certainly be acceptable. I look forward to reviewing them when they are released.</p><p></p><p>In my mind, the Player's Handbook should be focused on players and the core mechanics of the game. How characters interact with their world.</p><p></p><p>Magic Items are optional treasures that the DM can choose to make available in the game and therefore should be in the DMG. If the DM wants there to be a Magic Mart, she can make it available. </p><p></p><p>... in my opinion.</p></blockquote><p></p>
[QUOTE="Wyckedemus, post: 6271976, member: 1079"] Derren, that is an easy claim to make. But I think you know it is impossible to deliver, knowing that they have a large semi-fractured audience they have to appease. It's almost like you want to set your expectations and demands so if they don't fail one way, they are sure to fail another way. Every post I see from you comes across as you want them to fail. Is that your intent? That's how it comes across. D&D is 40 years old, with 40 years of player and DM expectations. Players of those edittions want all the PHB 1 classes and races presented, with a good selection of class options so fans of those different editions have something familiar that can give them the warm and fuzzies. They want cool toys and lots of cool spells that are pulled and reimagined from those (often disparate) older editions, with backgrounds/skills and feats and actual rules to play the game. That is a lot of stuff to fit into a physical book. D&D has the almost unique challenge of providing for a larger variety of campaigns, expectant players, and playstyles. I say unique, because almost every other game out there has the luxury of having a single campaign and loreset to pull from, and D&D has to be able to run any kind of D&D setting and lore. Numenera is a giant book, with only one setting and set of conceits. 13th Age designers are creating a specific game that they like with one playstyle and campaign creation style. They don't have to cover other styles. Pathfinder had 3.5 to shoulder its burdens of lacking material while it shored up what it was missing over the years. Dresden Files and Serenity and lots of other games don't need to cater to disparate fans. They can have and support one vision. If the D&D designers added any DM-specific advice and tools, and a decent selection of monsters in the same book as the player rules, those tools can't possibly be comprehensive enough to appease those who want them. There are so many core monsters, and valuable chapters in the MM and DMG books that the designers would still have to publish Monster books and a DM advice book for all the options and modularity they want to provide. And can you imagine the number of players who would be frustrated if monsters and encounter/adventure creation, and other advice for DMs was included in the PHB, taking up precious space and replacing whatever player options that had to be cut from the book? Real estate in a book is very important! In fact, if you would put DM advice and Monsters into a single 320-page rulebook, what player stuff would you remove? What options? And finally, many fans of D&D are used to the 3 book model, and if all three books are good, then they will certainly be acceptable. I look forward to reviewing them when they are released. In my mind, the Player's Handbook should be focused on players and the core mechanics of the game. How characters interact with their world. Magic Items are optional treasures that the DM can choose to make available in the game and therefore should be in the DMG. If the DM wants there to be a Magic Mart, she can make it available. ... in my opinion. [/QUOTE]
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