Jester David
Hero
I'd like to see the first book be a single volume. A little like Pathfiner but more like the Rules Cyclopedia. It has all the core rules needed to play, the basic classes in their most simple implementation, the basic races, as well as DM rules, and enough monsters to get to level 5.
This should be "Basic" D&D with no subclasses (a default is chosen the bonuses are just worked into the classes) and no backgrounds (again, the bonuses are assumed and worked into the class).
So you can pick up this one book (or receive it as a gift) and have everything you need to play for months. And if you pick up the Monster Manual you can play for years.
Then, after the RC, there's the big three: Monster Manual first followed by Player's Handbook and Dungeon Master's Guide.
For completist sake, the Monster Manual probably has to include the monsters from the Rules Cyclopedia. Because you don't want to have to check two books to find which one has an "orc". Which was a problem with the Basic D&D Creature Catalogue.
The big difference would be that the PHB wouldn't reprint the core rules, the "How to Play" section as that's in the Rules Cyclopedia. But the PHB isn't any smaller and instead contains more options, rules modules, feats, subclasses, races, etc.
The DMG is also more akin to Unearthed Arcana and chock full of optional rules as much as advice and rules on playing the game.
This makes it easier to get into the game as you only need a single book instead of three. And people who want a simple freeform game don't have extra content. But people can opt into the extra content via the PHB.
While the "Advanced" players will need to buy four books, they're essentially getting the first accessory as part of the PHB, so they're picking-up the same number of books. And the RC becomes optional once you memorize the base rules, so it can sit on a shelf. So you might be carrying around fewer books.
DM advice is mostly pulled from the DMG. Instead, that can go on the website. Mike Mearls has been talking about that (and they could/should get started at any time since that needs to be ready for launch and could be handy RIGHT NOW). Set up a big database of DM advice with tags and wiki-like entries on dealing with assorted subjects. FAQs on the rules. Advice on dealing with different types of player and solving problems.
The "starter kit" boxed set also does not need to exist. This was fine back in 1983 but the world has changed. For a giftable product stick with the Rules Cyclopedia.
To get curious newbies into the game, the best idea is free stuff on the website. This might work best as something designed for new players and not just a few PDFs of early products. Something designed for the website. And FAQ on what the game is, a walkthrough of character creation, and a few starter characters and adventures.
This should be "Basic" D&D with no subclasses (a default is chosen the bonuses are just worked into the classes) and no backgrounds (again, the bonuses are assumed and worked into the class).
So you can pick up this one book (or receive it as a gift) and have everything you need to play for months. And if you pick up the Monster Manual you can play for years.
Then, after the RC, there's the big three: Monster Manual first followed by Player's Handbook and Dungeon Master's Guide.
For completist sake, the Monster Manual probably has to include the monsters from the Rules Cyclopedia. Because you don't want to have to check two books to find which one has an "orc". Which was a problem with the Basic D&D Creature Catalogue.
The big difference would be that the PHB wouldn't reprint the core rules, the "How to Play" section as that's in the Rules Cyclopedia. But the PHB isn't any smaller and instead contains more options, rules modules, feats, subclasses, races, etc.
The DMG is also more akin to Unearthed Arcana and chock full of optional rules as much as advice and rules on playing the game.
This makes it easier to get into the game as you only need a single book instead of three. And people who want a simple freeform game don't have extra content. But people can opt into the extra content via the PHB.
While the "Advanced" players will need to buy four books, they're essentially getting the first accessory as part of the PHB, so they're picking-up the same number of books. And the RC becomes optional once you memorize the base rules, so it can sit on a shelf. So you might be carrying around fewer books.
DM advice is mostly pulled from the DMG. Instead, that can go on the website. Mike Mearls has been talking about that (and they could/should get started at any time since that needs to be ready for launch and could be handy RIGHT NOW). Set up a big database of DM advice with tags and wiki-like entries on dealing with assorted subjects. FAQs on the rules. Advice on dealing with different types of player and solving problems.
The "starter kit" boxed set also does not need to exist. This was fine back in 1983 but the world has changed. For a giftable product stick with the Rules Cyclopedia.
To get curious newbies into the game, the best idea is free stuff on the website. This might work best as something designed for new players and not just a few PDFs of early products. Something designed for the website. And FAQ on what the game is, a walkthrough of character creation, and a few starter characters and adventures.