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You are in charge of what WOTC puts out for DnD.

If I were in charge at Wizards....

I'd just continue doing what they're doing now. They seem to have the balance about right.

Some specific things I might consider, though:

Feats Compendium and Magic Items Compendium. Both strike me as extremely useful books, if not the most exciting reads.

I might consider doing new versions of the core three with revised artwork. Or, I might do an Expanded Players Handbook (and other core rulebooks), bringing in some of the best material from other sources. In either case, I would very clearly market them as containing NO NEW MATERIAL, so people don't have to rebuy the books for 5 pages of new stuff. However, I would only produce one or the other, and only if 4e is not planned before at least 2010. Since I expect to see 4e in 2008...

Minis boxed sets to complement our new mega-adventures. Instead of selling adventure and minis together, I would do complementary products (since either will really work alone anyway). So, you'd still have Red Hand of Doom as a stand-alone, but also have a box with the RHoD minis, additional battlemaps, and whatever other goodies we want to include. This allows DMs to test the waters by buying the adventure first, and then invest in the minis if they so choose, and cuts down on the number of competing versions we need. (The weakness with including the adventure with the minis is that it cuts out anyone not willing to pay $100 for an adventure they haven't read yet. And doing two versions - adventure alone or adventure in the box - forces them to choose at the outset, rather than giving the opportunity to 'upgrade'.)

I would personally author the definitive book on alignment in D&D, and thereafter mandate that anyone who comment on alignment in an official capacity in future be required to be familiar with that book, and comment in a manner consistent with the contents of that book. (Well, probably not...)

I'm with Hussar on the old settings. I wouldn't publish anything new for Planescape, Dark Sun, Spelljammer, Ravenloft, or even Greyhawk. I would license these out, if other companies were interested, but otherwise, I'd let them die. Likewise, I wouldn't bother revising the old adventures. The only exception is "Sunless Citadel", which I would do a formal revision of (to ensure 100% 3.5e compliance, as opposed to the current 95% compliance), and then reprint with a new cover.

There is one more thing I would take a very close look at, and that is the future of the whole PnP roleplaying game. In my opinion, the current structure of groups meeting in realspace might be on its way out, but that PnP will always exist in some form, as there are some things that electronic versions of the game just can't do.

That being the case, it might be time to start looking closely at video-conferencing tools (essentially, MSN video conversations, but with more than two participants), electronic battle-maps, on-line character sheets, and so forth. Also, I think I'd look into specially-constructed dice with value sensors and Bluetooth links, to replace the current on-line rolling tools (because nothing really replaces the feel of dice in your hand).

And I'd start work on an online database of players and games, with an emphasis on forming online gamaing groups that meet in cyberspace in exactly the same way as most groups now meet in realspace. (See "Full Frontal Nerdity", but replace the one web-cam with five geeks each at their own PCs.)
 

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Campaign Classics series. 320? pg hardcover books covering each of the lost classic campaigns (Dark Sun, Planescape, Spelljammer, Birthright, etc.). These would be released with the knowledge that they would be completely unsupported. They would include the major core/prestige classes and any feats necessary to support the setting, but they would strive to not introduce any new rules, just update the old. They would be mostly setting and content updates, taking the campaigns a few (or many) years into the future.

Goods and Gear - a Sourcebook to the Mundane. Chock full of not only price lists of things like sashes to go with your robes, and jewelry (including treasure tables for art objects), but also new rules on crafting (including expert crafted weapons and armor with non-magical enhancement bonuses), haggling, bribing, etc. There would not be a single magical item included and no new materials would be introduced. Included would be a chapter on economy and coinage.

Grand Dwellings series. Each item in the series would be a huge well-thought out, blank map of different kinds of dwellings. A castle would probably come first, followed by a huge underdark dungeon, a half-sunken city, grounds and buildings of a royal palace, etc. These could be fairly cheap products or more expensive marker erasable mats. The only labels on the maps would be explanatory ones, perhaps indicating "stables" or some other single word description.

Campaign Manager v1.0. This software would index and reference lists of spells, feats, etc. It would come preloaded with all WotC OGL material and you could purchase additional "packs" of items online. These would be DRMed but would include everything from all published books thus far. So you could buy the Campaign Manager - Races of Stone pack and it would load in all races, feats, weapons, spell, creatures from RoS. Every item can be flagged as available in the campaign or not, and can be edited by the person with the software. Each new book published and available in stores would come with an activation card (or code, but sealed card is better) that allowed you to add that book's materials to your system. A free client would be available to view someone else's info. So only the DM has to have the software and the stuff indexed. All the players can use their own computers to view the rules available for the campaign. The software would also have chat and rolling capabilities, but not a character manager as house (and WotC) rules usually make these useless in a matter of minutes. Shareable data (OGL content) would be sharable.

"Unnamed" series of adventures that includes built in scaling. The adventures would support up to a span of 10 levels with 3-6 players at any of those levels. At points in the adventure where DCs are called for a range is given depending on the level of the party. Numbers and types of enemies are dependent upon the number and level of PCs. Treasure is ECL ranged. Etc. Series would start with lvl 1-7 adventure, and progress through about 5 parts that ends up 16-25 level. The adventures would have interesting links to one another but not dependent upon one another and mostly unrelated.

Faceless and Nameless series. These 32-64 pg saddlestitched sourcebooks would each cover in detail a race, creature, or group of related creatures. Humanoids would be a major focus and any other intelligent monsters with a society and culture. The books would each start out with a historical reference (including bibliography, where appropriate) of where the creature came from in real world myth or folklore and the history of the creature in D&D. The books would then delve into how these creatures can impact a world. What (or who) they eat, where they live, (no more than one) appropriate prestige class, (when appropriate) rules to use as PC, the fact that owlbears are allergic to sunflower seeds, goblins think orange is a sacred color (this stems from their origin in warm climates and their cultivation of citrus fruits and subsequent spreading to other cultures), the sad lot ettins lead as misbegotten and cursed giants, albino stag antlers can be ground up and used to save on the cost of potions of haste, and exactly what is so god damned great about formians that caused WotC to remove modrons. NPCs included, a den or village, a dozen adventure scenarios, and one (approx) 3-5 mini adventure. The goal would be to give fresh use on old or unused creatures and to allow a DM to go "shrieker funguses are neat, I wonder how I can create a series of adventures involving them" (ok, maybe not, but you get my drift).

Webs of Intrigue - Plots, Conspiracies, and Politics. This source book would include adventure ideas complete with historical backdrop and important figures, magical items, relics, ruins, prophecies, etc. Depending on the complexity, these should range from a quarter-page to two pages. The stories span generations, even centuries, with ancient assassinations, deposed kings, lost artifacts, etc. littered throughout. No rules. Not a one. I mean it. Not even a blurb in a sidebar about a feat that would be really good to fit into this plotline.

Calculated Fun - A Guide to Mathematics in D&D. This book details all calculations WotC uses but doesn't make readily apparent (for instance the XP progression), ways to look at all progressions mathematically (Wizard spell list), how game mechanics changes trickle down and affect other parts of the system, etc. Included is a primer on statistics (permutations, combinations especially) Alot of this stuff is very apparent to the mathematically trained, but some of it might come as a surprise and it would be a useful "I'm making this ruling because these things calculate like this; don't believe me, see 'Calculated Fun, pg. 23 - Why the spiked chain isn't overpowered but damn well seems to be'."

Well, these are my off-the-cuff remarks. I could probably come up with more if I wanted to spend some time.
 

KenM said:
Ok, you are in charge for the next two years of putting out DnD produts. What will you have put out in that time? The only rules are ignore novels and no new edition.

Is this a statement or a hypothetical?
 

reanjr said:
Calculated Fun - A Guide to Mathematics in D&D. This book details all calculations WotC uses but doesn't make readily apparent (for instance the XP progression), ways to look at all progressions mathematically (Wizard spell list), how game mechanics changes trickle down and affect other parts of the system, etc. Included is a primer on statistics (permutations, combinations especially) Alot of this stuff is very apparent to the mathematically trained, but some of it might come as a surprise and it would be a useful "I'm making this ruling because these things calculate like this; don't believe me, see 'Calculated Fun, pg. 23 - Why the spiked chain isn't overpowered but damn well seems to be'."

That presupposes that everything in the game is mathematically based. Certainly, some things are, and the interrelations aren't always clear, but much of the game is just eyeballed by the designers. This is especially true of the Spiked Chain, which has exactly the same statistics in 3.5e as in 3e, but is a whole lot more powerful due to the change to Standing From Prone (which now provokes an AoO where it didn't before IIRC).
 

Complete Errata - A list of carefully playtested and proof read errata and corrections to the core rules set, Complete series and the Spell Compendium.

Complete Shapechanger -A book, carefully playtested and proof read, on shapeshifting in the D&D game with a properly constituted, playtested and proof read errata to Polymorph and Wildshape.

Complete Epic - A book, carefully playtested and proof read, on 21st level play and beyond.

Complete God - A book on enhancing the CoDzilla.
 

Hussar said:
Y'know what, just to spark a bit of convo here, I'm going to buck the trend.

If I was in control of WOTC, earlier campaign settings would die. I'm sorry, but, I'd dump them in the crapper. All the mass of 2e campaign settings like Darksun, Ravenloft, etc, would be licensed out if anyone wanted to do them, or left to rot. There are more than enough original ideas out there for settings without dredging up old stuff and then trying to shoehorn them into new mechanics. Let someone else do the work if they want, but, WOTC should be looking forward, not dredging up history.

Eberron is a breath of fresh air after so many clone worlds that varied only slightly. Focus on something that isn't going to be a massive headache as people bitch and whine about how I'm changing canon. Look at all the complaints about the Planar Handbook from the Planescape crowd.

The old campaign settings are dead, let them rest in peace.

Clone worlds? Have you ever read any of the Dark Sun, Planescape, or Spelljammer products? The current trend of clone worlds is half the reason I think alot of people want these settings back in some form. I can see where you might be coming from with Dragonlance, Ravenloft, and Birthright, but Dragonlance and Ravenloft have already been published for 3e and Birthright still has alot to offer in terms of rules for running a kingdom, something 3e hasn't even touched on.

I agree Greyhawk and Mystara should die though. :)
 

Pozatronic said:
A nice, big, beautiful FR book detailing all the "other" settings located on Toril: Kara-Tur, Horde Lands, Al-Qadim,....maztica, because I'm sure there's somebody out there who liked it. Maybe it'll even include some Realmspace. No. No Realmspace.

I really liked the Horde Lands and Maztica (even Al-Qadim to a certain extent), though I think would be better on their own without Forgotten Realms being attached. Oriental Adventures pretty much covers Kara-Tur I think. That's how I'd like to see books done for Maztica et. al.
 

delericho said:
That presupposes that everything in the game is mathematically based. Certainly, some things are, and the interrelations aren't always clear, but much of the game is just eyeballed by the designers. This is especially true of the Spiked Chain, which has exactly the same statistics in 3.5e as in 3e, but is a whole lot more powerful due to the change to Standing From Prone (which now provokes an AoO where it didn't before IIRC).

Oh, certainly, alot of it is NOT mathematics. But even knowing what is and isn't could be helpful so a designer would know whether they might be missing something or if they should just eyeball and playtest. And there is some math that can be applied to weapon design (including the spiked chain) that holds up very well if you make a few assumptions (for instance a shortsword, longsword, greatsword, and bastard sword are balanced when you take into consideration size, damage, and difficulty (martial, exotic, etc.) )
 

reanjr said:
And there is some math that can be applied to weapon design (including the spiked chain) that holds up very well if you make a few assumptions (for instance a shortsword, longsword, greatsword, and bastard sword are balanced when you take into consideration size, damage, and difficulty (martial, exotic, etc.) )

Very true.

In actual fact, I wish a bit more of the same thinking had gone into the armour table, so that there wouldn't be one optimal armour combination for each weight class. (As it is, there is no reason any character will wear a heavy armour other than full plate, for example.)

Oh, and I would like to see the 'master weapons table', showing all the vavious combinations of damage, threat range, and so forth for Simple, Martial and Exotic weapons of different sizes. It would certainly make adding new weapons easier to eyeball.
 

Expanded Epic Level Handbook (and possibly Complete Epic)

Tome of Magic II (and III?) -Elemental Magic, Wild Magic, Rune Magic, new stuff, EDIT: Maybe Chronomancy

Heroes of Intrigue

Heroes of Darkness (evil campaigns)

D&D 3.5 Rules Cyclopedia

EDIT: Forgot a couple:

Expanded Oriental Advantures

Arabian Adventures

Precolombian Advantures (might need a better name)

African Adventures



glass.
 
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