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<blockquote data-quote="reanjr" data-source="post: 1871692" data-attributes="member: 20740"><p><strong>Wishlist</strong></p><p></p><p>Besides the oft-mentioned Campaign Classics series?</p><p></p><p>An optional rule book focused on fantasy themes rather than on rules options. For instance, the idea of a wizard studying in his laboratory for long periods of time, researching and gathering materials. There is no rules basis for this. The wizard just spends his gold and XP and bam! Magic item. There are several deficiencies in the D&D system for expressing common fantasy themes.</p><p></p><p>A book on war in a D&D campaign. With rules for all levels of detail. Similar in scope to Cry Havoc from Malhavoc, but with rules to cover something a bit simpler.</p><p></p><p>A book on advice on how to deal with the broken rules in D&D without actually changing the rules. For instance, one of my players went entirely AoO/Spiked Chain/Trip/Disarm. How do you create an NPC (not a monster) that can deal with that without making them weak against everything else. I often hear how many rules are "not broken," but I get the impression that that's only because people haven't experienced someone trying to break the rules. Two of my players with 2nd level characters trounced through an RPGA adventure designed for approx. 6th level characters (I wasn't running the game, but I have been assured all RPGA rules on character creation, etc. were followed). I could pore over the rules and find ways to counter alot of this, but I would really like a book that just gives you a simple solution (either situations, creatures, or a brief selection of skills or feats; optimally all three) to use as a plugin. It could be called "How to Kill Your Players Fairly".</p><p></p><p>A different type of campaign setting. I love campaign settings that are in unique worlds. Dark Sun, Planescape and Ravenloft are my favorites. All of them redefined the game's expectations in remarkable ways. Forgotten Realms and Eberron I don't find as extraordinary. I'm also a big fan of one-shot campaigns. Red Steel and Council of Wyrms were great settings that gave you a set of ideas and tools to make your own campaign.</p><p></p><p>A Campaign Component series would be nice; similar to, but more extensive than the Dragon issues with a singular theme with rules to support. Piracy, Knightly Orders, Assassins, and many other ideas spring to mind.</p><p></p><p>Single shot adventures with varying levels supported. I always find it annoying when there's a good adventure that doesn't fit in the campaign until the players are of an inappropriate level. The adventures should scale. This is the primary thing keeping me from purchasing more adventures.</p><p></p><p>I could do this for hours, but I think I'll stop now.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1871692, member: 20740"] [b]Wishlist[/b] Besides the oft-mentioned Campaign Classics series? An optional rule book focused on fantasy themes rather than on rules options. For instance, the idea of a wizard studying in his laboratory for long periods of time, researching and gathering materials. There is no rules basis for this. The wizard just spends his gold and XP and bam! Magic item. There are several deficiencies in the D&D system for expressing common fantasy themes. A book on war in a D&D campaign. With rules for all levels of detail. Similar in scope to Cry Havoc from Malhavoc, but with rules to cover something a bit simpler. A book on advice on how to deal with the broken rules in D&D without actually changing the rules. For instance, one of my players went entirely AoO/Spiked Chain/Trip/Disarm. How do you create an NPC (not a monster) that can deal with that without making them weak against everything else. I often hear how many rules are "not broken," but I get the impression that that's only because people haven't experienced someone trying to break the rules. Two of my players with 2nd level characters trounced through an RPGA adventure designed for approx. 6th level characters (I wasn't running the game, but I have been assured all RPGA rules on character creation, etc. were followed). I could pore over the rules and find ways to counter alot of this, but I would really like a book that just gives you a simple solution (either situations, creatures, or a brief selection of skills or feats; optimally all three) to use as a plugin. It could be called "How to Kill Your Players Fairly". A different type of campaign setting. I love campaign settings that are in unique worlds. Dark Sun, Planescape and Ravenloft are my favorites. All of them redefined the game's expectations in remarkable ways. Forgotten Realms and Eberron I don't find as extraordinary. I'm also a big fan of one-shot campaigns. Red Steel and Council of Wyrms were great settings that gave you a set of ideas and tools to make your own campaign. A Campaign Component series would be nice; similar to, but more extensive than the Dragon issues with a singular theme with rules to support. Piracy, Knightly Orders, Assassins, and many other ideas spring to mind. Single shot adventures with varying levels supported. I always find it annoying when there's a good adventure that doesn't fit in the campaign until the players are of an inappropriate level. The adventures should scale. This is the primary thing keeping me from purchasing more adventures. I could do this for hours, but I think I'll stop now. [/QUOTE]
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