What sort of product do you want to buy that no one is producing?


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Pants,

Fine. Rag on the races. I just think AE/AU is a great way to keep experienced players who might not want to be the tired classes of "cleric", "wizard", and "fighter", but want something more. That's why I like it.

Well that and Mageblade is pretty darn cool! :D
 

Crothian said:
Mechancis wise I would love to see a book that had ways to modify the core classes. We don't need all these new prestige classes and base classes. All we need is a book that has ways to modify the existing classes. We get a little of it here and there but no one seems to want to devote a book to it. Everyone wants to reinvent the wheel.
I'd love to see a series of PDFs on game style. If you want a low magic D&D game do this. If you want an epic game (not epic level); do this. Here's how to do an intrigue game with no dungeons. Here's how to run D&D with no combat. These topics would be perfect for a PDF publisher.
Crothian beat me too both.

I'd love to see a nice deep book on CR and challanges with varing the level of magic, wealth and ability scores from the core rule assumptions.
 

No, everything has not been done. I'd like to see something along the lines of The Mountain Witch, but for d20/OGl. I'd like to see an entirely self-contained, multiple-player, pick-up game under one cover. Specifically. . .

I want a short campaign (something like Red Hand of Doom or Expedition to Castle Ravenloft), a selection of pre-generated characters (preferably more than the number required to play the campaign), and a short, complete, set of rules (e.g., Core Elements, Seige Engine, Wordsmith, D&D Minis rules, etc).

And I want it all under one (preferably hard) cover. I think that selling such a product for around $25-35 dollars is do-able (depending on the length of the book and paper quality). Naturally, it would also contain text boxes with advice for customizing encounters to enhance replay value (and, possibly, multiple end-game scenarios).

The Terrasque itself couldn't keep me away from such a product line :D
 
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Jd,

Did you want a pot of gold and a unicorn too with that? ;) *is just saying while it might happen it probably won't happen for 25-35 dollars*
 

A "Players Guide to Monsters," a small, softbound book with stats for only those monsters that could likely serve as allies/mounts/summoned creatures to the players.

A "Campaign Components" series of PDFs designed to serve as a halfway point between a homebrew and a pre-made setting. Each one would contain a pantheon, a culture, a holiday, and organization, ect. that could be put into any setting.
 

Epic material. There's a bit out there, but not much -- and essentially nothing other than monsters (Legends of Avadnu and Quirin Mythology).
 

Nightfall said:
Jd,

Did you want a pot of gold and a unicorn too with that? ;) *is just saying while it might happen it probably won't happen for 25-35 dollars*

Honestly, the only reason it wouldn't get done for that much is because somebody gets greedy. The reality is that it can be done for that much. After all, it would only be about ten more pages of content on top of what's already in Red Hand of Doom. And if you cut the glossy pages and full-color artwork you'd have something roughly the same length and quality as the Castles & Crusades PHB (which retails for $19.95). It can happen. The only question now is "Will it?" ;)
 

My homebrew campaign setting as a lavishly illustrated hardback.

What?

Okay, okay. Then let's say Dark Sun. Or better something in a simlar vein without the edition wars.
 

World Builder's Guidebook and Dungeon Builder's Guidebook. I still use these 2E supplements well into the 3.5 era. Please be as cool as you have the potential to be, Dungeonscape.

A good hardcover 3.5 Greyhawk sourcebook. It needs to include famous NPCs such as Nerof Gasgal and Mordenkainen. It needs very little crunch in terms of new feats and prestige classes and the like. And it better not be 160 pages either- it needs to be comparable in girth to to the Eberron or Forgotten Realms hardcovers.

I'd like to see a book devoted to advancing in hierarchies, as this would give a good picture of the societies and progress that characters make over time. For example, the book on religion in this series would start with advice for low-level clerics and paladins and how to adventure effectively. Mid-level stuff would be about taking over a parrish and sponsoring adventurers yourself, where high-level material would deal with waging an epic crusade, forging your own artifacts and so forth. Truly epic material would involve traveling to the outer planes and becoming a petitioner and eventually a favored angel or the like in the service of the diety.

Similar sourcebooks would be easy to imagine for rogues (how to set up your own thieves' or assasin's guilds), spellcasters (archmagery) and characters with political interests (gaining and ruling territory).
 

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