What do you want to see from 4E Publishers?


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This is largely a "me too" but, in order:

1. Monsters. With "fluff" too please.
2. Adventures.
3. A very 4E campaign setting.
4. Powers for existing classes (especially for clerics to make individual clerics less generic).
5. Rituals (again, to help make clerics less generic).

What I don't want? Quintessential Crap. Sorry, Mongoose, but this time around please try playtesting and editing BEFORE the product is released otherwise the blanket ban of your products stays in our group.
 

Super-Adventures / Adventure Paths
Campaign Settings


Looking at my 3.5 bookshelf, the 3PP adventures on it are Goodman's Castle Whiterock, and the first two Pathfinder Paths. And my eyes will be on the lookout for a Sword & Sorcery setting - I have the 3rd edition Wilderlands of High Fantasy over there too.

I would be delighted if either FFG's Midnight or Mongoose's Conan found their way into 4E.
 


1. More paragon and epic content. It's amazing to play a high level D&D campaign that is no longer a nightmare. Personally I think paragon tier is even better than heroic. Epic and heroic are about equal in fun imho.

2. More "Monsters" that are really humanoids with unique powers. I want the statblock for "Elf Striker" to have a completely unique power set and feel compared to say "Dragonborn Striker". I don't want to have to stat up all my NPCs like PCs like I did in 3E. The MM has a lot of stuff which is great for exotic monster campaigns, but it would be nice for more humanoid-centric campaigns to have more options. Its to reflavor such powers as "hydra fury" or "fury of the terrasque" for humanoids. Using the basic elf/human gets reaaally old quickly. It would also be cool to see paragons stated up like monsters; so you could have a Kensai "creature" that plays very differently than "Elf with some frosting on top".

3. More dynamic magic. Like powers that require multiple rounds to cast, or can only be completed in a combo chain. More rituals! Especially rituals that have skill challenge components to them. More wondrous items. (more than enough magical weapons and armor already with adventurer's vault) Psionics. Ki. Wild magic. Greater variety of spellcaster feats. No more channel divinity variants!

4. Traps, poison, and alchemy that doesn't suck. Drag-and-drop skill challanges.

5. Mega-adventures (I never cared much for one-shot adventures myself)

6. Crazy unique settings. Like what Eberron did for 3E, I want something to do the same for 4E. To me it seems like 4E Eberron is going to be like the 3E Forgotten Realms, and the 4E Forgotten Realms is like the 3E Greyhawk. And, yeahhh I found Greyhawk incredibly boring.

7. Environmental supplements. Stuff like Stormwrack was brilliant, its the one type of supplement I would like to see re-gurgitated for 4E. And I'm not talking about just outdoorsy environments, I'm also talking about urban/horror/war environments. Its like WotC didn't realize what types of supplements it should be putting out until the year and a half before the release of 4E.
 

I hope Gareth doesn't mind me doing a bit of pimping in his thread, but the Advanced Player's Guide has a section on rules for crafting. :)

It was written by Owen K. C. Stephens. (It's pretty much the only part of the book I didn't write.)

Sweet Ari! That (among a lot of other things you've said about the APG) makes me happy I have two copies on preorder!

Now, do you think you can do something about some new rituals.... ;)
 


What I'm *not* looking for...
  • Adventures. I'm mostly writing my own and I don't game with any one group often enough to exhaust the official adventure path or the offerings of Dungeon Magazine. This wouldn't have been true in the past, as I didn't collect magazines... but digital Dragon / Dungeon looks to change my priority system up somewhat.
  • copies of existing or soon to be existing "official" content. I don't want to have to deal with three different kinds of Barbarian in my campaign. If Wizards has done it, or is likely to do it I'll be going with what they produce just to simplify the list of products that my games require.

What I am looking for...
  • Well done campaign settings. I'm a sucker for a setting, whether I run it or just pick it's bones for my games set elsewhere. Be aware that I'm not likely going to invest in more than around 3 products for a single setting... Settings that have tons of product intimidate me. I leave them on the shelf for the most part.
  • Genre Books. Single books that cover the game with a different fantasy feel; whether that be another genre of fantasy (i.e. talking animals and fairy tales) or a fantasy setting that draws on non-western cultures (i.e. asia, native americas, middle eastern, african...)
  • Cap Systems. I've always loved the ability to add different caps to alter the flavor of a campaign. Whether it be a book on craft skills that expand on the ritual/alchemy mechanic, a mass combat system that ties directly into core mechanics, a cap system for running the interaction between gods, a weapon creation system, a system to track governments and commerce, and much cooler concepts that I'm sure real game designers could come up with.
  • New Power sources. One power source to one book, end of story. Power sources should generally not overlap existing or planned "official" ones too heavily. The book would contain classes, paths, and sample destinies along with feats, equipment, and so forth.
 

What's the difference there? I consider them practically the same thing.


Wow, I think there is a huge difference. I love both, but I don't find your typical tales of Conan (e.g.) to be anything remotely like LOTR or Silmarillion.



Getting back to the thread-after thinking some more about it

I would like to +1 Jack Colby's suggestion for more S&S/less high fantasy themes.

as well as

more Rituals and more powers for the core classes, though I prefer (and therefore rarely purchase because no-one publishes them this way) a single book with crunch for all classes, not one book per class or similar.
 

Wow, I think there is a huge difference. I love both, but I don't find your typical tales of Conan (e.g.) to be anything remotely like LOTR or Silmarillion.

I agree with you if we're talking about the literature, but it has always seemed to me that RPG wise they end up playing the same. I don't see players that treat them any differently, but that might just be my sphere of interaction.
 

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