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What would you want in a sourcebook?

What's your favorite thing:

Well James M., here's my 2 cents worth:

First and formost: the market is cluttered with many, many, many, many, many, products for D&D and D20 fantasy. Did I say many?

The only way you'll make money is to create something special, produce something unique AND interesting... Or, failing that route, something useful--especially if you outsmart WotC! ;)

I recommend to do good market research for your product--that means alot more effort than initiating this thread. :eek: Sorry. I hope I'm not preachy but, I think the d20 industry will plateau this spring--with respect to fantasy--and that'll require alot of time invested in researching what'll sell well and what won't.

OTOH: there are plenty RPGers into D&D/D20 fantasy looking for interesting tid-bits to personalize their gaming experience. Already, as consumers, our choices are separating the wheat from the chaff. Look at what's doing well, I guess. Ride someone's coat-tails (legally) if you can--I mean moreso than just selling to the d20 market. Simple innovation, generic tools, and convenient use of product are things that come to my mind.

WRT the specifics you asked:

New Races - there's a wee bit room for more here, I think. But originality will be difficult--especially since monsters can be played as PCs now.

New Core Classes - not a good idea unless it's campaign setting specific. Even then, almost every concept's been covered by the core classes and multiclassing.
One possible exception, I think: custom core classes that replace certain multiclass combos and include a few original features. Perhaps difficult, but I think possible. Not everyone is thrilled by multiclassing, while the many who do use it might like to see a balanced, innovative option to avoid those penalties to XPs earned... ;)

New Prestige Classes - there are more than enough generic ideas out there. Only prestige classes that are region, culture or setting specific are needed. Indeed, even then, most of those ppl will invent on their own with little difficulty.

New Skills - contrary to most comments here, I see room to maneuver. For example: there is only 1 "Intuit" skill. WotC could have added a few more concerning inate sense of weather, depth, mana, perhaps? [I've a few I'm trying in my house rules.] Plugging them into the core system might be off-putting to some. Touchy issue perhaps :eek:

New Feats - unless the new feat is special and relates to a specific setting or campaign style, I would say it's all been done by now. Tough to be original here too.

New or Variant rules - Yes. Some genuine creativity WRT alternate rules. Great. New rules covering adventuring by air, for example, rather than by sea, is wide open for development I think. Although I'd expect that that would be geared for high fantasy/magic play. It could be great fun for some!

New Spells - Inspite of the plethora of ideas and published material, there's always room for more it seems. Facinating territory actually. A publisher would have to do a good job though!

New Magic Items - See above remarks concerning new spells.

New Creatures - Personally, there's way more published out there than in my huge library of D&D books. And since I won't ever get around to using what I have, I won't bother with any new critters unless it's something really special. We DM's DO get overwhelmed :rolleyes:

Something else?

1) Some ppl above have mentioned well made NPC's that we could plug into our games--especially low to mid-level. I agree.

2) WotC's coming out with a book on castles and strongholds. Odds are that someone else can do just as good, if not better.

3) Settings. There are many good fantasy settings created by various authors over the years. Certainly some beg for d20/D&D treatment. Hooking up with an author like David Eddings, George R.R. Martin, Mercedes Lackey, or Terry Brooks may be a profitable venture? (They're the ones that come in to my mind just now.)

4) There's still a chance that something was overlooked that's still a good creative angle--but I'm stumped for the moment.

One more thought: alot of us have digested SO much material that we are starting to, generally speaking, come up with excellent variations on published material on our own. So why should we buy much more? Let's face it, unless it'll save us major time and trouble, it's probably already in our house rules that we share with one another.

Well, I've stuck my neck out :eek:

Hack away :( ... :D
 

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What I'll buy

First off, I like my purchases to be stuff that will fit into my campaign, and that is both backward- and forward-compatible. That is, I won't buy a product with a new magic system, because then all the stuff I have for the old magic system is useless, and all the other supplements about magic I might buy from other publishers will also be incompatible. If you consider the rules as a tree, I'll buy leaves in plenty, but not new branches.

Second, I rarely buy adventures anymore. If I know the person who wrote it, I'll buy it, but that's for the person, not the product.

In general:

Something I want to see:
New psionic powers, items, etc.

Good:
New feats
New Spells
New Prestige Classes
New Creatures

Indifferent:
New Magic Items (I can usually make these from spells)
New Races (My players don't change characters often)

Bad:
New Core Classes (Where were these guys before?)
New or Variant rules (See above)
New Skills (As per everybody else...)

I was at a convention at the weekend, and went through the Trader's stands in some detail. Here are the things I thought about buying, and the things I did buy, and why:

Thought about buying:
The Dragonstar Player's Guide
Seas of Blood
Chaos Magic
Seafarer's Handbook
Arms and Armour
Swords of Power
Nightmares and Dreams II
The Divine and the Defeated

Bought:
Arms and Armour
Seas of Blood

Here's why the other products got the chop:

Dragonstar Players Guide: I want a 3e Spelljammer. I bought Fading Suns, and it's useful, but it's not Spelljammer. Neither is this, and since I already have Fading Suns, and my players are not into the Space Fantasy thing - Spelljammer is a stretch, but they've taken it on - I decided not to buy.

Chaos Magic: I just didn't like it. The Necromancy and Demonology books were good; this one seemed to be stretching the concept too far.

Seafarer's Handbook: I wanted this. But it had wide margins, and cost twice as much as Seas of Blood. So I left it, with some regrets.

Swords of Power: Er, a book of magic swords? No thanks. I looked at it because I thought there might be something more to it, but there wasn't.

Nightmares and Dreams II: I was tempted here too, but many of the creatures are fey, which already have a place in my campaign, and it doesn't fit with this book. And the different fonts in the creature names really, really bug me.

The Divine and the Defeated: I want to like the Scarred Lands stuff, I really do. But the vast majority of the stuff in Relics and Rituals was either very specific to the setting, or very specific to someone else's game - stuff that not so much wouldn't fit, but just would never be used in mine. The Divine and the Defeated fell into this category - my pantheon is worked out in some detail, and won't deal with additions, added to which the powers in this book were just weird. I'm still trying to find a way to work in the Carnival Krewes or something like them...
 

There are actually some components to setting up an adventure that I would like to see. These are only suggestions, as I know some people will not agree with them.

1) Adventure hooks - most of the time, I can think of interesting ones, but for one-shot adventures, not as much planning needs to be done, and a section that has a possible summary of adventures would be nice. It seems the more outlandish the plot the more interesting the adventure is.

2) Premapped/designed dungeon plans - Just a blueprint of various dungeon levels/towers because I hate trying to design them. Also, a detachable page with only the borders of the dungeon drawn in, and the players can map out the rest, relying on the DM's descriptions. I hate trying to rely on only the DM's saying something like "the corridor branches left and right", without actually being able to see it. And mapping from a piece of graph paper takes to long, and gets messed up to easily.

3) Prestige classes - as referred to earlier, more class specific prestige classes would be nice. Elves seem to have many, but other classes such as half-orcs, halflings, and gnomes only have one or two.

4) Feats and Magic Items - As long as they are creative or useful enough, I think these would be beneficial. I can see a feat like "greater improved two weapon fighting" coming out soon, possibly in the epic level handbook, like the feat the tempest gets in MOTW. These repetitive feats are beneficial, but the naming starts getting monotonous after a while. How about a title like "furious two weapon fighting" or somethign to that effect?

This will now mark the end of my 3:30 am rambling :cool:
 
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LostSoul said:
New magic systems that can totally replace, or stand side-by-side, the magic systems in the PHB.

A method of scaling DMG assumptions of wealth and magic use to higher- and lower-magic worlds.

I agree wholeheartedly, on both counts, but they would need to be very thoroughly play-tested.
 
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RE: New Feats

I understand that there is a glut in the amount of new feats (and also spells and creatures) out there. However, what I believe is missing is a quantity of useful, entertaining, and above all playtested feats (and spells and creatures). Every feat that we have created (and there's a lot, because feats are probably the easiest thing to create) fills a gap. One of the more interesting categories of feats (In my opinion) that hasn't existed yet is feats with an alignment requirement, for those characters who are truly dedicated to an ideal.

Additionally, metamagic feats are ample, but most outside of the player's handbook seem to be over-powered or underpowered. With the sheer scope of magic, there will always be room for more metamagic feats and feats involving magic (such as Monte Cooke's Eldritch feats).

RE: Campaign Settings

I really wish I had the time to do one justice, but I certainly don't want my debut product to be a campaign setting, as there just isn't time to make one worthwhile right now.

RE: New Spells:

Much like feats, there is a glut of spells available out there. However, there is always room for new and interesting ideas. Also, playtesting returns as a concern. Although a large number of products have well-designed and intersting spells in them, they almost all also seem to have some over-powered or under-powered items slip through.

RE: Prestige Classes

The next largest category of creations we've got is Prestige classes. That's because, to me at least, they're the most fun to create. I enjoy figuring out an idea for a character, group, or whatever and then molding it into 5 or 10 levels of Prestige Class.

Some of the items we've created are the True Artist, who meshes magic with painting to crete astounding effects; the Cabalist, a member of a magical group who excels at ritual magic within his group; the Chosen, Champion of their Deity, much like the Dragon class in Tome and Blood, but their prerequisites and benefits depend upon what deity they follow.

RE: Core Classes

Core classes can be much harder to create. For starters, the existing ones seem to fill every gap, at least on the surface. However, there are holes. For instance, what if I want to pla a divine caster that does not have to memorize spells? Or a decent Martial Artist that isn't a lawful member of a monastic group?

Above all with core classes, playtesting becomes extremely difficult, as you've got 20 levels to contend with, and so many other core classes to compare them to. If a prestige class becomes too powerful, its fairly easy to tack on more prerequisites and / or remove or curtail abilities. You lose the prerequisites fix with core classes.

RE: New Rules

The only new rules we have in the works right now are Ritual Casting and Mana rules. Although Relics and Rituals did a fairly good job, the system is a bit sloppy in places, and allow too much leeway in some areas and not enough in others.

The mana rules are what the Mana Weaving skill is based on, and one of the most interesting things they provide for is a way to have two spellcasters duel without having to lob fireballs in the city streets.

RE: Variant Rules

Although not currently in document format, many of my house rules could be codified and added to a book. My group uses many variants on the rules (such as different versions of over-powered spells, some different combat modifiers, etc.). I doubt the interest would be too great in them, but I figured I should mention them.

RE: New Magic Items

New magic items are quite possibly one of the easiest thing to create, as the rules are mostly right there in the DMG. However, playtesting becomes a huge issue, as many of those formulas can easily be bent to create over-powered items. Also, they can create items that are much too expensive for the effects they grant. Finally, magic items are noce, but what is really needed is flavorful magic items, which do more than give +2 to hit here and an extra fireball there. I feel I've managed to create those.

Also, Artifacts and Reilics are fun to crete, but certainly wouldn't be the focus of a book, as they are extremely difficult for DMs to simply toss into their campaign.

RE: New Creatures

We've got many new creatures created, including demons, devils, dragons, celestials, and at least one creature of every creature type. The hard part here is trying to ensure you don't end up with a book of great creatures whose CR causes entire parties to die or skyrocket levels because they were too high or too low.

RE: NPCs

We've also got quite a few NPCs in the works. Included are possible allies, possible foes, and even some that could go either way depending upon when the party meets them and under what circumstances. Every NPC developed would have at least three "snapshots": portraits of them at certain levels or CRs so they'll be easier for DMs to drop into their campaigns.

RE: Adventures

We've got tons of adventure ideas, but only one is anywhere near fleshed out, and really needs to be playtested. It is very story oriented, and doesn't involve a single underground complex. :)

All adventures I create for publication (if any) will most definitely have hooks to them, as well as being open-ended affairs wherever possible. It is incredibly difficult to put a truly free-flowing adventure into print, becuase without some flow of eents there is so much that can happen. However, it can be attempted, and even done well if enough care is given to it and thogut is used.

RE: Encounters

No solitary drop-in encounters have been made, but they certainly could be. What would people think about a book of encounters akin to the Book of Lairs from past editions?

RE: New Skills

I should have been more specific. We've only got one new skill in the works. Although I'd prefer not to give too much away regarding the rules of it, it is called Mana Weaving. It allows practitioners to create various magical effects without the use of spells. However, whenever the effect duplicates a spell, it is much less effecient than the spell itself would be. For example, you can weave force armor, but it takes at least five minutes, and doesn't last near as long as Mage armor, also, the duration nd effectiveness of the armor are determined by your skill check. Another minor use of the skill is to create and hurl bolts of mana. They only do 1d6 damage, and the skill check determines whether you hit or not. Additonally, spell resistance applies to many mana effects, and also counts as mana resistance of the same level for bolts (or other dmaging effects with the [Mana] descriptor, of which I have a few spells.

Retrofitting is incredibly simple, as it is a class skill for wizards, sorcerers, and Master Weavers (a Prestige Class devoted to the Mana Weave); cross-class for all other spellcasters; and excluded from the rest of the classes. Granted, it does become difficult for existing characters to change their skills to get it if they want it, but that is the case for any character who has chosen feats or spells before a new book comes out.

None of the effects are major enough to require a reshaping of the way the game world works.

Other Stuff:

Mass combat rules would be great, nd I plan on needing them for my campaign. However, I don't hve the time required to create such a large set of rules, so I'll be using a conversion of 2e's BattleSystem. I'd be willing to bet that publishing a conversion of that and selling it would get me a call from WotC's legal staff.

Ships and ship combat are about as far from "writing what you know" for me as they could be. I've never even been on anything larger than a speed boat.

Of course, the problem with "write what you know" is that I know gaming, and I can't very well introduce rules for PCs playing RPGs. :)

I've heard the mention of accuracy and playtesting from quite a few of you, and couldn't agree more. Anything that sees publication through me will be playtested AND easily meshed into the current rules set. That means that more than just my eyes will view the material before it goes out, and that it will have been used in at least one game, probably more.


As to why and how: The why is because I've got tons of ideas and would like to share them. I'd also like to see my name published and be able to say somebody bought my ideas. Heck, even just a few people thinking my ideas were worth purchasing would be nice. :) It's most definitely a "striking out on my own" situation. I certainly wouldn't mind some d20 company out there seeing my work and asking me to freelance for them, but if that doesn't happen, I won't be crushed.

The how is: electronic format, for sale.

Well, I guess that's about enough out of me for now. Anyone else care to add something to the mix?

And one final note, don't worry, everything put out for sale will be better proofread than this post is. ;)

Thanks,
 

Hm. The most interesting things to me are:

DMs helper things -- Tips for DMing, examples of play, plot twists/storylines, poisons, traps, etc. I've not seen anything like this yet.

Magic items and the like. maybe spells too.

As someone else said, I don't like new feats and skills. I like things I can use with the core rulebooks.
 

Dunno if I'm saying anything new, but here's my $0.02

Have to agree with the general consensus---show the potential of what's out there rather than creating a lot of new stuff. Here's a few things which I wouldn't mind seeing:

*Covering things which have been barely touched on/vaguely covered. Sea power was an issue up until a month or 2 ago w/ the release of Seafarer's Guide & other such works.

*Show the full potential of what's already out there: show the power possible of a simple use of combinations (the right stats in the right place, right class/race combo, right feats/skill choices, right spells/powers, etc.) via NPCs, or even crude templates (which could be geared toward a specific setting or made generic). However, this sort of material would best work couched in another medium---maybe an adventure rather than a sourcebook (possibly less of a chance of people not getting the product because they "coulda thought of that").

*Maybe a few new races, but IMHO, go with ones without any sort of level modifier due to racial abilities. I decided not to keep my copy of Mythic Races because too many of the races had level modifiers. But, the best bet is to try to keep from making something that potential buers may see as being "more of the same." Nezumi & Vanara from OA are a nice change from some variant of a dwarf, elf, gnome, or other such race.

Overall, if you're going for something campaign-specific, try to grab attention---make the buyer feel they're not buying some variant of Dragonlance, the Realms, Kalamar, etc. If it's something generic which is intended for use for D&D in general, then go for something that's viable for multiple sorts of campaigns, whether it's the Realms, Greyhawk, Ravenloft, Scarred Lands, whatever.

And, I must agree w/ another point---playtesting is key. See if it works well in practice as well as theory.
 

I would love to see a book of spells. However not combat spells and such, but spells for things other than combat. Spells similar to the type of things seen in Gurps Magic, Grimoire and Technomancer. Just a nice variety of spells, but now more combat spells. Did I mention no more combat spells. :)
 

I also would like to see a nice big fat book of spells and only spells. And not just combat spells, as Psychiotic Dreamer has emphasized. Utility and nifty spells would be much appreciated. Maybe some new combat spells, but nothing like here is acid ball, does the same thing as fireball but acid damage! Some of the schools of magic (necromancy and enchantment in particular) are kinda hurting for variety and quantity of spells as provided in the PHB. Yes there are new spells out there, but they are so spread out. Here a few in Defenders of the Faith, and there a few in the Manual of the Planes. Its rather kinda annoying to look up or browse such spells.
 

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