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<blockquote data-quote="reanjr" data-source="post: 2857209" data-attributes="member: 20740"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>"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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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'."</p><p></p><p>Well, these are my off-the-cuff remarks. I could probably come up with more if I wanted to spend some time.</p></blockquote><p></p>
[QUOTE="reanjr, post: 2857209, member: 20740"] 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. [/QUOTE]
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