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What would you want in a sourcebook?

James McMurray

First Post
Ok, me and my wife are in the process of writing a d20 sourcebook for 3E. Our question to you, the potential customers, is this:

What would you want in it?

We've already got way more ideas than can realistically fit into a single book, but they're worthless if they're not what people want. :)

What's your favorite thing:

New feats
New Spells
New Prestige Classes
New Core Classes
New or Variant rules
New Magic Items
New Skills
New Races
New Creatures
Something else?

Let us know here and we'll damn sure try to get it in there. :)

Of course, we're still in the design stages right now, but be looking for more news on Magic, Might, and Mystery (working title only, will probably change 16 times between now and finalization :) )
 
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Well, let's see. Since I'm a competing publisher, I'd like to see lots of product identity stolen from Hollywood, so you'll get sued, and then we can buy out your bankrupt company and hire you on as writers for us. *malicious grin, usually reserved only for DMing*

Um . . . *cough* . . . sorry, that was my doppelganger. For real advice, I'd probably need to know more about what the topic of the book is. I mean, if it's a campaign setting, you need all of those. If it's a rules book and an expansion of some kind, I'd suggest you include a good deal of suggestions on implementation. And if you're writing an adventure, just focus on the story, and only throw new stuff in if the story needs it.

By the way, are you self-publishing, or working with another company? Could I find some more information about your work on a website somewhere?
 

I can tell you that I certainly DON'T want new skills, but I like more magic items, creatures/monsters, and possibly even spells. But you would probably need some theme going around the book, something... interesting. Astrological kinda stuff, maybe.
 

Go with something easily disposable. New feats and skills don't interest me anymore, and that's likely true for others as well, what w. all the ones you can get in WOTC books, and all the other third-party d20 stuff.

Try to make something that someone can just slot right into their game w. little fuss and/or muss, like characterful magic items or encounters.
 

Do not want at all (would convince me *not* to buy product):
New Core Classes
New or Variant rules
New Skills

No particular interest:
New feats
New Prestige Classes

Good stuff:
New Spells
New Magic Items
New Races
New Creatures
 

RangerWickett: The book is still incredibly in the design stage right now, so no, there isn't a website. Sorry. As for the theme of the book, well, that's what this thread is about. We've got tons of things we've created, including all of the things mentioned above, but now we've got to pare it down, tie it together, and make sure it is something people would like to have. Its definitely a supplement though. We've got a bunch of adventure ideas roaming around our heads too, but need to flesh them out more.

Fayredeth: What's wrong with new skills? Provided of course that they're interesting and useful?

Spiteful Dwarf: Everything in it will definitely be "plug and play."

Thanks for all the responses, keep 'em coming!
 

CRGreathouse: So you're saying that if a product was 32 pages, and 2 of those were devoted to a new skill, you wouldn't purchase the product? Or do you mean that you wouldn't want a book dedicated totally to new skills?

Thanks
 

Unless you're altering the skill system, you don't need new skills. Practically everything is already covered either by an existing skill, or by a subentry in Knowledge, Craft, or Profession. Unless it is something truly unique that everyone else has overlooked, creating a new skill is sloppy use of the rules. Practically the only thing D&D3e lacks is a drive skill, for things like clockwork wagons and such, but there are already those rules in Star Wars (which will probably make it into Open Gaming Content soon).
 


RangerWickett said:
Unless you're altering the skill system, you don't need new skills. Practically everything is already covered either by an existing skill, or by a subentry in Knowledge, Craft, or Profession. Unless it is something truly unique that everyone else has overlooked, creating a new skill is sloppy use of the rules. Practically the only thing D&D3e lacks is a drive skill, for things like clockwork wagons and such, but there are already those rules in Star Wars (which will probably make it into Open Gaming Content soon).

What he said!
 

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