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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%


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It really depends on what is included. Savage Rules (especially Deluxe by increasing from digest to standard book size) and True20 Revised get a lot into a single book

Savage Worlds Deluxe is 160 pages
1. Player and GM info
2. 16 character templates
3. Edges (their equivalent of feats) and hindrances
4. Bennies (thier version of 3e Action points)
5. Skills
6. Powers including
a. a power point system
b. a non-power point system
c. guidelines for several different types of magic. They use Edges as a requirement of access to powers and then explain how each type casts.
7.combat
a. maneuves
b. called shots
c. Tricks
d. Test of Wills
e. dials for adjusting lethality
8. Typical stuff (e.g., environment, fatigue, starvation, vehicles)
9. GMing advice (including advice for tailoring the rules to setting)
10. Sample monsters + new ones
11. Many sample adventure outlines
12. Other Stuff (e.g., chase rules, interludes, social conflict rules)

If the designers can cover all of this in one book (160 pages is perfect size in my opinion), I am fine with a single book. Doing so will, in my opinion, require a different approach than 0-3e spells and 4e powers. It will also be required to lure me away from Savage Worlds and True20.
 



I like the trilogy because I would want the books to be small. One small book for players, one small book for DM's, and a big book for MM (maybe treasures go here).

Probably better, yet would be just two books--a rulebook for player's and DM's and a MM.

My own preference is BECMI followed up by a Rules Cyclopedia.
 


I like the trilogy but only if they made sure that the simple rules and players options were in the Player's Handbook; DMing stuff with traps, NPCs, magic items, and etc, in the Dungeon Master's Handbook; and making monsters, options to turn monsters into races to use possibly, and the monsters listed in the Monster Manuel along with making a them for each one, like a demon specific one or undead specific one like they sorta did in the demonomicon and open grave but with more monsters :p. That may just be me though.
 

I feel like the trilogy is just there for tradition and extra money to be honest. I mean, is there honestly a reason for three books other than the fact that it's been how it's done since AD&D first debuted?

On another note, I think whatever they come up with it should be available both in hardcover and paperback, for those with more limited budgets who don't mind something a bit fragile.
 

A trilogy of books will definitely give more space for goodness.

Players do not need more than a Players' Handbook, and then they can have a full 300 (or hopefully 400) pages of races, classes, feats, powers, essential classes, options, themes and other goodness.

Leave out everything past 10th or maybe 15th level for an Epic/Paragon book. More space for more options, especially since people want this new space-devouring modularity.

Put the magic items back in the Dungeon Master's Guide. No more +X items, thus reducing the need for redundant space-wasting lists of +1 swords, implements, maces, bows and nunchuks. Include henchmen and artifacts.
 

I prefer the trilogy.

The one thing I really dislike about the core Pathfinder book is how freaking heavy it is. I can only read it sitting a table because I find it to hard on my back and shoulders just to sit and hold it and read it and it is impossible to read in bed.
 

Into the Woods

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