You are D&D's Bible Keeper - What do you do?

rycanada said:
OK, you wake up, and you're in charge of the D&D brand - not the rules, mind you, just the content (chromatic / metallic dragons, Hieroneous, Pelor, Vecna, etc).

You've been told to take it wherever you like, nothing is sacred, but you need to work with existing elements (changing, remaking, etc. rather than introducing totally new things).

What do you do with this awesome power?

Crush my enemies, drive them before me, and hear the lamentations of their women!

...

Or not.

-The Gneech :cool:

PS: All I really want from WotC is for them to undo the E-Tools yoink and give CMP the resources to do it properly. *muttergrumble*
 

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rycanada said:
OK, you wake up, and you're in charge of the D&D brand - not the rules, mind you, just the content (chromatic / metallic dragons, Hieroneous, Pelor, Vecna, etc).

You've been told to take it wherever you like, nothing is sacred, but you need to work with existing elements (changing, remaking, etc. rather than introducing totally new things).

What do you do with this awesome power?

strike from the record any mention of anything after 1974.
 




Mercule said:
Like I said, business sense would probably stop me from killing FR. I hate drow enough that I might not be able to resist. At the least, drow would be removed from the MM1 for 4E and relegated to either FR source or MM2 so they were available but not core. They would also not make it to the next version of the SRD (actually, I'm not sure if they're currently in there).

Yes, they are. :)

System Reference Document said:
Drow click to see monster

Also known as dark elves, drow are a depraved and evil subterranean offshoot.

White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Drow usually coat their arrows with a potent venom.
Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Drow Traits (Ex)

These traits are in addition to the high elf traits, except where noted.

* +2 Intelligence, +2 Charisma.
* Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
* Spell resistance equal to 11 + class levels.
* +2 racial bonus on Will saves against spells and spell-like abilities.
* Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
* Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
* Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
* Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
* Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
* Level adjustment +2.

The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating

Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1.
 

A Greyhawk hardback is a nice idea...but also....

Continue to produce D&D minis, but change the factions from the alignments to 6 to 12 (not sure how many) different groupings.

Make sure the groupings were

1) interesting, with cool backgrouds
2) thematically unified, making new monsters or revising monsters to fit into the factions
3) visually unified. Groups from each faction look like they belong togther visually (uniforms, etc)


- do a D&D minis "campaings" somewhat like Warhammer and WH40K do with a campaign season that determines aspects of the world. "Come to tournament XYZ and determine the future of Region ABC"

- possibly rip off mordheim's campaign rules that let you run a warband that gradually improves/changes as it has encounters.

- try a one-off integration of the minis campaign with Living Greyhawk. "Come to convention X and your PC is the leader of warband Y"
 

I'd think about doing a small generic setting (maps, short description of major nations, a timeline and a brief history) and stick it in the srd. Simple and vanilla, but large enough to potentially have a place for everything d20 related. The maps could also be made to only cover a smaller part of the whole world, allowing for even further customization if needed.
Let all the 3rd party people sort out what to do with it. Additional setting sourcebooks (by my people or others)could be comprehensive or more modular, for either a complete one-world-in-a-book thing or easily customized by gm's (buying multiple different sourcebooks and mixing it up). Additional books could therefore be consistent with established canon for my world or contradict anything previously published (as long as it is easy for customers to figure out which type of book it is). Do a few (depending on the amount of material released by 3rd party publishers) sourcebooks, using the campaign setting in different ways. eg. a grim'n'gritty version, a superhigh fantasy, a lowmagic, an arabian nights, a mists of avalon romance thingy etc. Perhaps even do a write-our-setting contest for this, and publish the best.

But i would still focus most of my efforts on other campaign settings specifically eberron and forgotten realms. I'd also release single comprehensive books of older settings, such as darksun, mystara, greyhawk etc.
 

cwhs01 said:
I'd think about doing a small generic setting (maps, short description of major nations, a timeline and a brief history) and stick it in the srd. Simple and vanilla, but large enough to potentially have a place for everything d20 related. The maps could also be made to only cover a smaller part of the whole world, allowing for even further customization if needed.
Let all the 3rd party people sort out what to do with it. Additional setting sourcebooks (by my people or others)could be comprehensive or more modular, for either a complete one-world-in-a-book thing or easily customized by gm's (buying multiple different sourcebooks and mixing it up). Additional books could therefore be consistent with established canon for my world or contradict anything previously published (as long as it is easy for customers to figure out which type of book it is). Do a few (depending on the amount of material released by 3rd party publishers) sourcebooks, using the campaign setting in different ways. eg. a grim'n'gritty version, a superhigh fantasy, a lowmagic, an arabian nights, a mists of avalon romance thingy etc. Perhaps even do a write-our-setting contest for this, and publish the best.

But i would still focus most of my efforts on other campaign settings specifically eberron and forgotten realms. I'd also release single comprehensive books of older settings, such as darksun, mystara, greyhawk etc.

Actually, that's a pretty cool idea.

Saltmarsh, get ye into the SRD! Or Hommlet.

-The Gneech :cool:
 

I'd want another Unearthed Arcana type book, full of setting-free *options.*

I'd want to take the best ideas from Monte Cook's Arcana Unearthed, such as the magic system, and the best ideas from Iron Heroes, and strap them together to revitalize the magic using and melee combat classes.

Metamagic feats and the Tome of Battle stuff would die a tragic death. The arcane / divine caster split would likewise die. If I want to run a D&D game without religion, I shouldn't be limited to Bards for healing magic... If I want to run it with a horde of divinely-sponsored casters, or make *all* casters divinely sponsored, that too should be an *option,* not a hard-and-fast straightjacket.

Prestige Classes would die. Far too setting-specific. Any PrC class ability worth having would be part of a Feat chain, or an Alternate Class Feature for one of the base classes. Specialized core classes would similarly die, with the Barbarian, Ranger and Monk all being reduced to Feat Chains that a Fighter can take, to turn himself into a near-exact duplicate of the current Core Monk, Barbarian or Ranger, or mix-and-match to a limited extent, to be a light skirmishing Fighter with Rangery dual-wielding, a Barbarian's Rage and a Monk's unarmed AC and movement bonus, for instance. If my 'lawful' martial artist wants to be able to enter a focused state of combat zen / moving meditation that functions mechanically as a Barbarian's Rage, he should be able to buy the Feat chain to do so, without being artificially constrained by 'alignment' concerns or 'monks can't cross-class' concerns or any other setting-specific crap.

Magic would be set down as a list of 'effects,' with multiple systems for achieving those effects. One would be Vancian fire-and-forget. One would be a spontaneous casting mechanic. One would be a mix-and-match Ars Magica / Mage: the Ascension / True Sorcery / Freeform style. One would be spell points. Pick the flavor most applicable to your own style, or even have multiple mechanics in the same world (as D&D already does with Sorcerers and Wizards and Psions). Yeah, I included Psionics there too. As far as I'm concerned, it's just another form of 'magic,' in that it's a system arranged around doing 'other stuff.' Call it mental powers, call it arcane might, call it 'invoking divine favor,' call it mutant goat-cheese for all I care, it doesn't need *an entirely seperate set of rules* to do the same darn things. *One* list of effects, whether you cast spontaneously, prepared or freeform and whether or not you call your 'special fantasy power' magic, psionics, incarnum or the-art-of-flipping-out-and-killing-stuff. These rules would be completely setting independent. A 'spell' (power) that allows you to channel all of your 'magical' potential (psychic discipline, whatever) into melee combat wouldn't be called 'Tenser's Transformation,' it would be called something like 'Warrior Mind,' with a note at the bottom that spellcasters in the Greyhawk setting call it 'Tenser's Transformation' after a particularly militant spellcaster of that setting. Effects would all scale, like Fireball or Summon Monster, increasing with a) higher level spell slots, b) more spell points blown, c) greater strain on the caster, d) whatever. Similarly, a higher level caster could cast a 'diminished' version, to save power, or when he's scraping bottom of the spell point pool / slots per day.

I'd 'normalize' the monsters vs the PC races. No more bizarrely assigned stats, leading to a stableboy getting killed by a Ghoul and rising with a higher Charisma score than the King. The *biggest* problem with the notion of Savage Species was the ridiculous and inconsistent levels of various attributes and abilities possessed by many of the beasties in the SRD. Monsters with 'casts spells as an X level whatever' would lose those features and simply be listed as 'blah-blah Eladrin are *always* at least 7th level Clerics, with two of the following Domains.' I hate one set of rules for PCs and another for NPCs. *One* set of rules. Then, when someone *inevitably* wants to play an Aranea or something, there doesn't have to be a lot of hands-waving and running about trying to kludge a fit between things that *weren't properly designed according to the same rules.*

The Spiked Chain would die. I will happily suspend disbelief to include multi-tonned 'cold-breathing' arctic flying reptilians, but that piece of crap spits on the laws of physics and jumps up and down on the grave of common sense, and doesn't even have the excuse of being magical to hide behind.

Vermin would gain Intelligence scores. Bees are as trainable as rats. Bees the size of ponies that can be trained to serve as flying mounts? Yeah, definite Intelligence score and *not* immune to mind-affecting effects. Try again. Same for any other thing with an Intelligence score. If that Treant can talk to me, if that Ooze can cast spells, then they've got minds to 'affect.' Stop with the random granting of immunities (or sense types) that make no sense (such as those sightless underdark critters who happen to get free Darkvision as part of their 'type').

The Swarm rules suck. I have no brilliant idea how to fix them, only that their current implementation mocks my delicate sensibilities.
 

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