• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Sammael said:
Monster books

Monster books apparently sell, so, despite my personal preferences, I wouldn't stop producing them. What I would do is try to strike a balance between creating new monsters and converting old favorites, as well as try to make the number of different monster types about even in any given monster book. So, no more 30 new humanoids and only 2 new fey. I would also push futher the idea of advanced monsters, perhaps including as many as 20 fully-statted advanced core monsters in every new monster book. And I would hire Blackdirge for this job. Oh, and every single monster would have at least one sentence about its suggested placement in Eberron and FR.

I would continue with the creature codex series (Draconomicon, LM, LoM, FC1, FC2), first publishing a third Fiendish Codex that would deal with yugoloths, rakshasas, night hags, gehreleths, and so on. Two such books per year seems about right.

I accept. When do I start? :D

But, seriously I absolutely agree with you here, monster books are always good sellers. I think the creature codex series has been hands down WoTC's best work of late, and I hope to see them continue the series.

BD
 

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1) Update Mystara to 3.5 deleting the Wrath of The Immortals stuff who sucked
2) Expanding Mystara covering all the world
3) Adventures !!!!! A cool campaign arc covering levels from 1 to 30 ( a la Drow war )
4) Some magic item books
5) A book with many ready to play NPC
 

Hmm - well one thing that I'd consider doing is a complete revamp and repub (not 4.0) of the existing 3.0 and 3.5 information - cleaning up all of the errors and packaging everything differently. Instead of packaging new feats, spells, PrCs, etc. in each book, consolidate like information (i.e. a "Feats of the Realms Compendium", "Faerunian Professions" - all the new PrCs, etc.) The empty space in each of the regional books could then be used to add more background information - rumours, plot hooks, more details on locales, ruins, etc. I think that maybe Mysteries of the Moonsea will turn out to follow this type of idea - we'll see.

The above pipe dream aside, I'd consider publishing a book on caravans, trading, and commerce; a new FR book on religions that would include things like the 2e trinity of books, updated and further detailed - priestly ranks and titles, typical cermonial garb, affiliated priest, nun and monastic (as per medieval monk and not D&D Shaolin Monk style monks) orders, details of the "feel" of a particular religion, etc.; a new FR book on regional militaries and mercenary orders with full ORBATS and TOEs;

Actually, regardless of campaign setting, I (as a time-limited DM) really want the little details. While generic information is good, I use FR and would publish for that - trade routes and trade goods - which ones are commodities.

Other than providing updated information on Maztica, Zakhara and Kara-Tur, If I could only release one product for the entire year, it would be an updated Forgotten Realms Interactive Atlas - the full world, retaining the parts that were removed for the 3e map, but using the 3e map style for political maps AND also including physical, climatological, and topographical map overlays. I (as a DM with little time on my hands to come up with the information on my own) would really really like to know the average temp, rainfall, etc. for a given location. Heck, all I really need to know is (since I use Weathermaster), the generic climate classification - is it sub-artic, temperate, etc. I'd love to know how tall a given mountain range is, how deep a given lake is. What this does is it *allows* me the ability to easily determine these things, and, more importantly, it allows me the ability to actually use information in the environment books - if I *know* how tall a given mountain range is, I can then apply information from Frostburn...
 


I'd probably try to come up with a UA-style sourcebook that gives people options towards changing the assumptions of their settings, mainly towards low-magic and/or low-magic item. (There are bits in UA that skew things towards higher magic already.) The thing about Iron Heroes is it comes with its own very strong set of assumptions, chief among them no divine magic. But maybe you want a situation where PCs don't depend on a bunch of permanent magic items, but develop a smaller (or larger!) number of intrinsic magical characteristics as they gain power. Or a smaller number of more powerful, more situational magic items, etc., etc. Seems like it takes almost as much work to build up from Iron Heroes as it does to climb down from standard D&D, if that's where your tastes lie.
 


Let me just say that I'm going to have WotC give me cool stuff for the 35-40 bucks their charging nowadays.

1. The Evershifting Book: A complete guide to limbo, slaadi, chaos beats, and slaad lords. Also stuff on the Githzerai. This book should be about 300 pages of fluff, 200 pages of crunch. Mmm....

2. Darksun 3.5: I never got to play in darksun, and it seems cool.

3. Planescape 3.5: see above

4. Spelljammer 3.5: See above

5. Complete Weaponry: A big book, with about a page of new weapons also. But the big things in here are: WEAPON CUSTOMIZATION RULES. From ornamenting your weapon and sheathe, to turning it into a canesword, to making it collapsible, you can make the weapon you really want.

6. Libris Mortis 2: Because frankly, the first book wasn't thick enough.

7. This does not Compute: A complete guide (Flippin' huge! like 400 pages) to modrons, inevitables, and formorians. Plus new PRCs for beings of law. Servant of Primus, whatever.

8. The book of utter indifference: The complete guide to neutral characters. Also contains advice that you BURN the book of vile dorkness and book of exalted dudes because of what trash they are (I haven't read the book of vile dorkness, but the BoED was kinda stupid) This one without a mature sticker that was only on there in the first place to make more people buy it!

9. 30 years of more interesting adventure: More of a collection of interesting gaming tales from the 30 years rather than a history.

10. Complete Incarnum: A guide to incarnum. MORE INCARNUM

11: Complete Binding: The complete and utterly awesome guide to binders.

12: Complete Shadow: The complete and utterly awesome guide to shadowcasters

13: Planes of the ...whatever the shadow, ethereal, and astral planes are collectively referred to.: A guide to the shadow, ethereal, and astral planes. AND NO LAME 200 PAGE BOOKS EITHER!

14. Planes of the Inner Circle: A guide to the elemental and energy planes. New monsters, and info on the elemental rulers. And a bunch of info about the city of brass.

15: Planes of the Light: A info guide of the planes of good

16: Planes of the Gray: A info guide to the planes of neutrality

17: Planes of the Dark: A info guide to the planes of evil.

18: Complete Witch: This overlooked class needs more support! Bubble, bubble, toil and trouble....

19: Complete Warrior II: More prestige classes..more feats...NEED!!!!
 


Particle_Man said:
Got it and love it. And since Mearls is now working for Wotc, this goodness might spread to the gaming world in general...
Here's hoping, man. Mearls is one amazing game designer :D

I just thoguth of something too - Races of the Hive A complete guide to all those crazy bug dudes, like Thri-Kreen, Negoli (sp?), et al. I think this could be awesome, if done right.
 


Into the Woods

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