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

RPG Guide. A how-to book filled with all the best non-mechanical advice, hints, tips, tricks, peeks behind the curtain, etc that didn’t make the cut in either the PHB or the DMG. Things that still work that were left in editions past. This would effectively be a system agnostic book. An anthology of the best advice for players and referees, basically. Things like how to set scenes, how to prep to improvise, how to use clocks, how to link scenes, how to keep things moving, how to share the spotlight, how to shine the spotlight on others, how to set PC goals, basic small-squad tactics, basic dungeoneering, how to spot a scenario hook, how to bait a scenario hook, how to handle chaos, how to lean on the conversation instead of the rules, etc.
 

log in or register to remove this ad

1739094748947.png


For me, it would be a D&D 2024 version of this. Ultimate Equipment was probably the most used book during our long years of Pathfinder 1st. It had a large variety of mundane equipment (ignoring for the purposes of this that it had almost every magic item as well) and the really reduced equipment options in D&D now feels weird.
 

I'd love a Directors' Commentary-style booklet, explaining their mindset behind certain rules and other things, explaining the why behind certain rulings. This could also mix with a book of options.
 


"Caverns, Continents and Conversations" i'd like a book that really digs deep into working with the exploration and social pillars: how to build more complex dungeons that feel like real, complex 3D spaces and not just a chain of five rooms, making overland travel interesting and introducing high level natural hazards, more nuanced rules to interact with NPCs, someone else mentioned a step-by-step on creating a homebrew setting from scratch and i think that'd be a good idea that could be worked in here too.
 

Let us start from a different question:

Why three books?

We could have just one; lots of games do. But that book often, though not always*, divides into two sections: "stuff for everyone" and "stuff for whoever runs the game." So that leads to a natural division of two books: a "Player's Guide" and a "Gamerunner's Guide". This is a reasonably common direction for "inspired by D&D, but not actually D&D" games, as well as just games-in-general, since "this is for general players" and "this isn't for general players, but for someone organizing things" is fairly straightforward.

But that still leaves us lacking an explanation for the third book. Obviously that's been the tradition for D&D, but it could have been otherwise. Why three books and not two? Simply put, it's because D&D wanted to have lots and lots and lots and lots of pre-written creatures to fight, and having to share page-space with the stuff telling the DM how to DM would be too much for a single volume.

An important lesson from this is that D&D has always put a high priority on the stats...and, in particular, the combat stats...of creatures. It wants to have nitty-gritty details about many, many different creatures. That's why we get Monster Manuals--to give us monsters, and in particular, monsters to slay. Even though the early editions of D&D treated combat like a failure state, it was still a sufficiently important thing that most creatures got stats you'd need if you picked a fight with them. Other than morale rules though, they rarely got much in the way of stats for other ways to encounter and interact with them--because that just wasn't enough of a priority to flesh out mechanically.

That, then, leads us to the first proper candidate for a "fourth" core book: A book about all the things adventurers do that aren't tangling with monsters. We have a Player's Handbook and a Monster Manual. Why not an Adventure Album? A thing that covers all the other aspects of Adventure: puzzle-solving, exploration, intrigue, faith, diplomacy, etc.

But there's another side, one that has never quite settled well and often gets a much-later supplement. Something every D&D game references and makes use of, but which is often overlooked or, annoyingly, dismissed as a minor concern. That is, equipment and magic items. Usually this, like monster stats in the two-book system, gets lumped with the DMG--but there have been times that it gets put in the player-focused book instead, and even 5e splits this with some stuff in the PHB and some in the DMG. An Equipment Emporium book also makes a lot of sense as a "fourth" core book, since every edition has had equipment matter (much as some might like to disparage modern editions for not doing so), and most groups like having magic items.

Two candidates, both plausible. I'm not sure there's a simple answer here. Maybe one book can do both jobs--after all, adventure is often about equipment!--but maybe not. Rationally though, something in that space of "the stuff we do and/or use while adventuring" seems the correct choice for a fourth core book. It's not any more "necessary" than three or even two core books, but I could see it. Hell, I could see an alternate reality where Gygax published four books originally, and now we'd be debating what a "fifth" core book would look like.

*Some games, like Ironsworn, don't need a GM and thus don't divide this way! Further, even games that do have GM role still only publish one core book. Most White Wolf games have one core book and several subgroup-specific supplements.
 

Mordenkainen's Manual of Styles. How to run a sandbox. How to run story-forward. How to run gritty. How to run hexcrawl. How to run dungeon crawl. How to run low magic. How to run epic fantasy. How to run low fantasy. How to run low-combat. How to run high/low lethality. How to run a mystery....

A book that gives rules tweaks and design changes to support a variety styles of play.
Given my above idea, of an "Adventure(r's) Album" that could remove items and much of the...for lack of a better term "bookkeeping" stuff from the DMG (e.g. tables of DCs, comprehensive descriptions of what skills can do), and potentially absorb magic items as well, that would slim down the DMG quite mightily. Could possibly push the cosmology-related stuff into the "Adventure(r's) Album" too, that's a huge chunk shifted over as well. Given how extremely important recognizing styles is, and how significant that is as part of teacing DMs how to DM, I would think this would work better incorporated into the DMG, even if that means forking out some of the stuff that might otherwise get put there.
 

I would strip everything super-lore heavy out of the core 3 and make the 4th core book "the Guide to the D&D Multiverse" or somesuch. Make the core rules a toolkit with no particular preference for the D&D official setting.

Alternatively, a really solid Basic Set with enough material to play for a few months would be Core 0.
 

Updated SRD would be good.

Other than that, I guess a options book where there is some PHB stuff like subclasses and spells and some DMG stuff like magic items and a starter town with several adventure hooks (similar to Fallcrest in 4e DMG).
 


Trending content

Remove ads

Top