ForceUser
Explorer
Re: Re: Pet Peeve
Point. And I suppose it is the domain of the independant d20 publisher to tackle those niche books that appeal to smaller portions of the community. And that's a terrific thing! Sight unseen, this particular book seems superfluous to me, is all.
I suppose I could list what I'm looking for, but in truth that fluctuates as time goes on. For instance, I'm running an OA game set in mythic Vietnam right now, so I would kill for a Vietnamese Handbook! Unfortunately, such a thing probably appeals to about 0.02% of the d20 community. I'd wager that an assassin's book appeals to a larger slice, but as far as I'm concerned, what's in the DMG concerning assassins is enough for me since evil characters are strictly NPCs in my games.
Honestly, I tend to shy away from non-WotC products. Many of them seem to be not as rigorously playtested as "official" D&D books (how could they be?), and I've no need for products such as an entire book on orcs or sahuagin. The core books and their direct descendants (splatbooks, Manual of the Planes, Oriental Adventures, etc) are more than enough for me to plan with as DM, and as a DM I'm looking forward to products such as Monster Manual II, Book of Vile Darkness, and Fiend Folio. However, I admit I'm awaiting several d20 books as well:
-Romance of the Five Planets
-Fields of Blood
-Book of Hallowed Might (though in my mind, anything d20 by Monte Cook is golden)
I've guess I've said a lot without saying much. If you enjoy products such as this assassin book, that's great; I just tend to prefer products with a broader focus, like those I mentioned above. I also like products that expand on things that were only briefly touched on in the core books, such as undersea adventuring (FFG's Seafarer's Handbook) and d20 mass combat (Fields of Blood, hopefully). Finally, any product that is generic enough to drop into my homebrew campaign and cool enough to "wow" me will get a fair shake from me (such as FFG's Traps & Treachery).
As a player, I don't need a lot of d20 books to help me come up with a character concept. The Quentessential series of books for instance, while neat, will not get my money. I have plenty of inspiration for character concepts, and they remind me too much of the 2E Complete Handbooks, which I'd much rather forget forever. Also, non-WotC feats, spells, and prestige classes are a real pain to get past the DMs I play under. When in doubt, they stick to the core rules. And they doubt the balance of non-WotC products. Really, my whole circle of friends does. It's much easier to just stick to core rules and not deal with it at all.
Gargoyle said:
I don't need a book about Romanian cooking, so I didn't buy that either. No one's forcing you to buy anything. Besides, this is really about what people want, not need.
On the other hand, I can see your frustration. If a good d20 publisher is creating lots of products that you don't want, then they're not spending time writing what you do want. What is it you're looking for?
Point. And I suppose it is the domain of the independant d20 publisher to tackle those niche books that appeal to smaller portions of the community. And that's a terrific thing! Sight unseen, this particular book seems superfluous to me, is all.
I suppose I could list what I'm looking for, but in truth that fluctuates as time goes on. For instance, I'm running an OA game set in mythic Vietnam right now, so I would kill for a Vietnamese Handbook! Unfortunately, such a thing probably appeals to about 0.02% of the d20 community. I'd wager that an assassin's book appeals to a larger slice, but as far as I'm concerned, what's in the DMG concerning assassins is enough for me since evil characters are strictly NPCs in my games.
Honestly, I tend to shy away from non-WotC products. Many of them seem to be not as rigorously playtested as "official" D&D books (how could they be?), and I've no need for products such as an entire book on orcs or sahuagin. The core books and their direct descendants (splatbooks, Manual of the Planes, Oriental Adventures, etc) are more than enough for me to plan with as DM, and as a DM I'm looking forward to products such as Monster Manual II, Book of Vile Darkness, and Fiend Folio. However, I admit I'm awaiting several d20 books as well:
-Romance of the Five Planets
-Fields of Blood
-Book of Hallowed Might (though in my mind, anything d20 by Monte Cook is golden)
I've guess I've said a lot without saying much. If you enjoy products such as this assassin book, that's great; I just tend to prefer products with a broader focus, like those I mentioned above. I also like products that expand on things that were only briefly touched on in the core books, such as undersea adventuring (FFG's Seafarer's Handbook) and d20 mass combat (Fields of Blood, hopefully). Finally, any product that is generic enough to drop into my homebrew campaign and cool enough to "wow" me will get a fair shake from me (such as FFG's Traps & Treachery).
As a player, I don't need a lot of d20 books to help me come up with a character concept. The Quentessential series of books for instance, while neat, will not get my money. I have plenty of inspiration for character concepts, and they remind me too much of the 2E Complete Handbooks, which I'd much rather forget forever. Also, non-WotC feats, spells, and prestige classes are a real pain to get past the DMs I play under. When in doubt, they stick to the core rules. And they doubt the balance of non-WotC products. Really, my whole circle of friends does. It's much easier to just stick to core rules and not deal with it at all.
Last edited: