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What products do you consider innovative?
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<blockquote data-quote="Li Shenron" data-source="post: 2749249" data-attributes="member: 1465"><p>My 2cp (note that I'm not very familiar with older editions, so I may not know that something was done before):</p><p></p><p><strong>Savage Species</strong> was innovative because it addressed the topic of playing a monstrous character, both as a race with a LA or as a class-like progression. IIRC it also had instructions for DMs to create their own custom monsters, which could have been innovative itself.</p><p></p><p><strong>Ghostwalk </strong>was innovative because even if the idea is similar to Savage Species, this time it attempted to create an entire setting around it.</p><p></p><p><strong>The Book of Exalted Deeds</strong> was partly innovative when it attempted to allow characters shunning combat (pacifists-like feats and classes) or shunning magic equipment (vow of poverty) but still fit those characters into a game based on them.</p><p></p><p><strong>Stronghold Builder's Guidebook </strong>was innovative in trying to streamline a simple system to price castles in a fantasy setting, for example taking the availability of magic into account.</p><p></p><p>Were they successful? As a very general feeling, BoED is the most popular but only because it has the easiest material to pick up for characters, but the commonly used material from it IMO doesn't include the innovative things (except VoP, but only because some think it's very powerful). SS is probably moderately used, while GW is not popular AFAIK. SBG must be admitted to have been the unlucky one, just because buiding castles is itself a rare thing in D&D.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2749249, member: 1465"] My 2cp (note that I'm not very familiar with older editions, so I may not know that something was done before): [B]Savage Species[/B] was innovative because it addressed the topic of playing a monstrous character, both as a race with a LA or as a class-like progression. IIRC it also had instructions for DMs to create their own custom monsters, which could have been innovative itself. [B]Ghostwalk [/B]was innovative because even if the idea is similar to Savage Species, this time it attempted to create an entire setting around it. [B]The Book of Exalted Deeds[/B] was partly innovative when it attempted to allow characters shunning combat (pacifists-like feats and classes) or shunning magic equipment (vow of poverty) but still fit those characters into a game based on them. [B]Stronghold Builder's Guidebook [/B]was innovative in trying to streamline a simple system to price castles in a fantasy setting, for example taking the availability of magic into account. Were they successful? As a very general feeling, BoED is the most popular but only because it has the easiest material to pick up for characters, but the commonly used material from it IMO doesn't include the innovative things (except VoP, but only because some think it's very powerful). SS is probably moderately used, while GW is not popular AFAIK. SBG must be admitted to have been the unlucky one, just because buiding castles is itself a rare thing in D&D. [/QUOTE]
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