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What would you like 4E to look like.
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<blockquote data-quote="mmadsen" data-source="post: 3325982" data-attributes="member: 1645"><p>Visually, I would like the game to move away from the <em>dungeonpunk</em> esthetic.</p><p></p><p>In terms of format, I would like to see the new Players Handbook become more of a Rules Cyclopedia, with enough rules to really play the game, but without quite so many races, classes, spells, etc.</p><p></p><p>Given the sheer bulk of spells in the Players Handbook and magic items in the Dungeon Masters Guide, a core Tome of Magic is justified.</p><p></p><p>The Monster Manual, the first/core one, should include rules for playing monsters as characters, and it should include samples of the common monsters with the right class levels and equipment -- goblin scout, goblin wolfrider, captain of the goblin wolfriders, etc.</p><p></p><p>The Dungeon Masters Guide should have less abstract advice and more examples and lists of cool adventure elements. Warhammer did an excellent job of conveying the basics of its pre-modern society by listing common careers and adventure locales.</p><p></p><p>I also think the Dungeon Masters Guide should have a highly malleable adventure -- with multiple options spelled out for the DM -- to get every group started off on the right foot and with a shared D&D experience.</p><p></p><p>As for rules, I'd love to see D&D move away from most of its sacred cows, as long as the new rules really work.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 3325982, member: 1645"] Visually, I would like the game to move away from the [i]dungeonpunk[/i] esthetic. In terms of format, I would like to see the new Players Handbook become more of a Rules Cyclopedia, with enough rules to really play the game, but without quite so many races, classes, spells, etc. Given the sheer bulk of spells in the Players Handbook and magic items in the Dungeon Masters Guide, a core Tome of Magic is justified. The Monster Manual, the first/core one, should include rules for playing monsters as characters, and it should include samples of the common monsters with the right class levels and equipment -- goblin scout, goblin wolfrider, captain of the goblin wolfriders, etc. The Dungeon Masters Guide should have less abstract advice and more examples and lists of cool adventure elements. Warhammer did an excellent job of conveying the basics of its pre-modern society by listing common careers and adventure locales. I also think the Dungeon Masters Guide should have a highly malleable adventure -- with multiple options spelled out for the DM -- to get every group started off on the right foot and with a shared D&D experience. As for rules, I'd love to see D&D move away from most of its sacred cows, as long as the new rules really work. [/QUOTE]
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