D&D General What would your "fourth core rulebook" be?

Mercurius

Legend
Through its long history, D&D has dabbled with various notions as to what is core, though from the beginnings of AD&D to the present--a span of about 45 years--the trio of the PHB, DMG, and MM has been central. Along the way, various tomes have vied for the spot as the "fourth core"; growing up in the 80s, I always felt like Deities & Demigods best fit that place, at least in terms of prominence within my young D&D-inspired imagination. But Unearthed Arcana, various iterations of a "PHB 2" or a Fiend Folio or MM2, an epic level book, not to mention setting bibles, have had their place.

Really, of course, there doesn't need to be such a thing. Theres a reason TSR and WotC always came back to the "big three," with everything else as optional (despite how they tried to market it, at least in one edition run). But the purpose of this thread is as a fun hypothetical, and ultimately not to be taken too seriously.

I'll frame it with a hypothetical: WotC knocks on your door one Sunday afternoon (or perhaps you bump into a head designer in an elevator, if you prefer), and you're asked: "We're going for something different to refresh the new version of the game and want to start a marketing campaign for fourth core book. Basically book that people don't 'have to have,' but want to have because it almost feels like they have to. Something a bit less than true core, but more than a standard splat or other supplement. What should it be?"

Your answer can be whatever you want, but I would suggest not the following:
  • A "2" of the core three; meaning, no PHB 2, MM 2, etc. If it is "2" it isn't core, and is basically a splat. This is something that isn't just more of what the core three offer, but it didn't fit. Something a bit different, preferably.
  • A setting book - at least a specific setting book. There's no way to market this as core, given the plethora of settings (not to mention homebrews).
What comes to mind for me is a "Book of Options." Sounds a bit like a mix of the core three, but with an emphasis on them being optional rules. Stuff like: class, race, monster creation; optional sub-sets of rules like psionics, kingdom building, solo play; an actual in-depth module for epic play; etc.

So yes, it is sort of breaking my first rule above, but not really. It isn't more classes, monsters, rules, but optional stuff, and rules for making stuff up. And I suppose this would work better if it were pre-planned, so some of the stuff already in the core three could be saved for this fourth book. And yes, it does harken back to the never-fully-actualized "modular options" that were talked about back in 2013 Next era. It could even be called "The D&D Toolkit," because it would be a an in-depth guide to hack the game and make it your own - beyond what the DMG offers. And yes, I realize this is dangerously close to a DMG2. Sue me, but its my thread!

Another idea would be a "Beyond Fantasy" book that provides rules for other genres. It might be hard to do adequately in one book, but I think you can have substantial sections on science fiction, horror, cyberpunk, modern, superheroes, etc. This, I think, would feel less like a fourth core rulebook, though.

What about you?
 

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My first thought is whatever setting they want as a sample and default. So Greyhawk, Forgotten Realms, Nentir Vale.

A sample and a baseline. So the monster manual lore would tie into a vision that fits that baseline and not be vague generic. Other worlds like Eberron (dinosaur riding halflings) and Dark Sun (cannibal halflings) can vary from that default lore significantly, but the core can have specifics as a default and not just be an SRD of stats to create your own stuff around.
 

A Campaign Builder's Guide, with guides and sidebars and templates for how DMs can build a whole campaign setting, and a finished default setting to use as an example (not necessarily Greyhawk or Forgotten Realms, but one of those would do.)
Yeah, I was thinking of something like taking the cream of the old 2e blue leatherette books (maybe with the pantheon building stuff from Complete Priest) and combining it into a single volume.
 

A Campaign Builder's Guide, with guides and sidebars and templates for how DMs can build a whole campaign setting, and a finished default setting to use as an example (not necessarily Greyhawk or Forgotten Realms, but one of those would do.)
I had a similar thought and love this idea, but would definitely say not GH or FH - or any established setting. I think the key would be showing it being built throughout the text, so there isn't a finished product in mind with decades of material. This, I think, would make it more accessible and do-able for someone new to campaign design.

Then I'd have three big sections: one being the local level, something on the level of Nentir Vale or Shadowdale, then regional, then world (or at least continental).

There have been quite a few setting guides from various publishers, but I can't think of one that takes a really in-depth approach like this, at least in terms of building an example alongside the guidelines.
 

A campaign adventure written for a solo player. Something along the lines of the D&D Red Bix set adventures that serve to teach players the game and get people into a game day one.
 

Defacto, the fourth core book is the Setting Guide that the DM and players choose for their campaign.

This fourth core book might be homebrew, official like Eberron or Forgotten Realms, or indy.
 

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