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What would you rather see: core rulebook or traditional trilogy?

What should the *basic core* of D&D Next look like?

  • One book (a "cyclopedia" of sorts)

    Votes: 51 30.9%
  • Two books, one for players and one for DMs

    Votes: 17 10.3%
  • The classic trilogy: PHB, DMG, MM

    Votes: 76 46.1%
  • Wait, I have a better idea...

    Votes: 21 12.7%

I want three versions.

1) The Board Game. For casual players who want to play once or twice a year. Similar to Castle Ravenloft or Wrath of Ashardalon in that it is a self-contained dungeon experience that could be played in an evening. However, unlike the the two good products mentioned here, be a good springboard for those who want to buy the basic game.

2) The Basic Rules Cyclopedia. The simplest and most essential version of the rules, with everything you need to play a whole campaign. For those just starting in the hobby and want to try it out, those who don't want a lot of rules, or the easily offended who can't stand that certain rules/classes/races/monsters exist. Good for those who like making their own rules as well.

3) The Advanced Options Trilogy. For those that play D&D as a lifestyle. More monsters and rules for specific things. Some reprinting of the Basic Cyclopedia, but with more options.

Unlike the last time this was tried, all three of these products should work together. A player should be able to show up with a character made from the board game, with other players having the Basic Rules Cyclopedia, and the DM having the Advanced Options Trilogy (or maybe a Basic Rules Cylopedia, a MM and a DMG). I think this will encourage a larger casual investment in the hobby, which will spark a desire in a few to take it more seriously than they should.

If I can only have one of the three, I'd choose The Rules Cyclopedia, and put the extra options on a D&D Insider distribution. That's one way to keep DM only rules to the DM! :devil:
 

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I mentioned this elsewhere, but when you look at how much of the 3E PHB is spells and how much of the 3E DMG is magic items, you can see that a separate Tome of Magic would be totally justified.

Then the Player's Handbook could be more like the fabled Rules Compendium, with all the rules you need to play the game.

I think the Dungeon Master's Guide could use less abstract advice and more sample maps, encounters, and even adventures.

The Monster Manual might benefit from sample lairs and encounters, too.
 

I'd prefer the core rules to be a single rulebook of 64 to 128 pages. It only needs to contain the most essential material. Everything else, including the bulk of the monsters and magic items, can be in the supplements.
 

Sounds good to me, as long as that method doesn't result in more expensive books. But yeah, bunch of smaller books sounds good to me.

I'd also _love_ to see things taken a step further where online you can select the supplements and rulesets you want, and put your campaign's rules to a pdf or print on demand your own particular ruleset. I mean, how cool would that be?

Aside: My group was just talking about how much they like the Heroes of the Fallen Lands-ish style book better than the hardcovers (in terms of feel and size, ignoring content) and they hope 5e is like that.
 

When we're playing at the table I prefer to have fewer pages to flip through. The traditional PHB-DMG-MM trilogy minimizes the number of pages I don't need around each rule I'm looking for.
 

I'm honestly torn...

I'm pretty well married to the "trilogy" idea - one book for players, one just for helping the GM run things, and one big book of monsters - and have been for a while.

But then I remember just how freakin' awesome the Rules Cyclopedia was, and I think to myself, if they can make something that incredible again, then it'd be all I'd need for the new D&D...

Yeah. Same here. If they could come up with a core book along the lines of the original RC, I'd be good with that. Otherwise, the standard 3 works for me.
 

I'd like to see 1 hard-bound main rulebook as there a number of systems that have done this very well (e.g. Fantasy Craft). Then the "modular" rules could be released as soft-bound expansions to the core rules.
 

Whichever option will present the game to new players and returning players alike, with a minimum investment. If that means 3 books, I'd opt for that. If it means two or three eBooks at a reduced price, all the better.
 

BECM-like, with 4 volumes (Basic, Advanced, Expert and Master) each with progressing levels, each with added options and classes. Monster Manuals for each volume. "Splat"/options books for all the add-ons.
 

While I personally like the "trilogy," I think it's better for the game if there's one book that has everything you need to start playing. Lower barrier to entry, easier to have something where you can point a newbie at it and say, "This is what you need to get started," et cetera.
 

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