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<blockquote data-quote="WheresMyD20" data-source="post: 5783100" data-attributes="member: 60772"><p><strong>Three Rulebooks are released on Day 1</strong>:</p><p>1. Dungeons & Dragons Rulebook (it's a complete game - you only need this one to play)</p><p>2. Unearthed Arcana</p><p>3. Monsters & Treasure</p><p></p><p></p><p><strong>Dungeons & Dragons Rulebook</strong></p><p>hardcover, 128 pages</p><p><em>design mantra: "If it's not critical to the game, it doesn't belong here."</em></p><p></p><p><strong>Ability Scores</strong>: Str, Dex, Con, Int, Wis, Cha on a 3-18 scale, rolling and point-buy mechanics are provided, but check with your DM for the one he wants you to use.</p><p></p><p><strong>Levels</strong>: 1-Max (probably 20)</p><p></p><p><strong>Classes</strong>: Cleric, Fighter, Rogue, Wizard (the classic four)</p><p></p><p><strong>Races</strong>: None. Human assumed (see design mantra)</p><p></p><p><strong>Hit Points</strong>: Similar to 0e-3e, rolling and point-buy mechanics are provided, but check with your DM for the one he wants you to use.</p><p></p><p><strong>Saves</strong>: Fortitude, Reflex, Will. They are static DCs based on the class and level of the character. (best of 1e & 3e)</p><p></p><p><strong>Alignment</strong>: Law-Chaos/Good-Evil full dual axis with 9 possibilities. (I kinda want to do away with alignment entirely, but it's too much of a sacred cow)</p><p></p><p><strong>Feats</strong>: None. Each class has pre-defined special abilities in the class write-up.</p><p></p><p><strong>Skills</strong>: None. Use ability checks instead. Some classes may have bonuses to certain ability checks - for example, a rogue trying to pick a lock.</p><p></p><p><strong>Spells</strong>: 8 cleric spells of each level 1-7. 12 wizard spells of each level 1-9.</p><p></p><p><strong>Equipment</strong>: A relatively short list of weapons, armor, and miscellaneous adventuring equipment. (similar to B/X)</p><p></p><p><strong>Combat</strong>: BAB & Ascending AC, per 3e. A simple combat system is given, similar to B/X or BECMI. This section will be very short, probably 5-10 pages, max.</p><p></p><p><strong>Adventuring</strong>: Rules and guidelines for exploring dungeons, wilderness, cities, etc.</p><p></p><p><strong>Monsters</strong>: A selection of iconic monsters. Enough to comfortably play the game, without trying to cram every monster in here.</p><p></p><p><strong>Magic Items</strong>: A selection of iconic magic items. Enough to comfortably play the game, without trying to cram every monster in here.</p><p></p><p><strong>DM Procedures</strong>: The advice and tools that are necessary to run a game.</p><p></p><p></p><p><strong>Unearthed Arcana</strong></p><p>hardcover, 128 pages</p><p><em>design mantra: "More options"</em></p><p></p><p><em>Note: everything in this book is optional</em></p><p></p><p><strong>More Classes</strong>: Ranger, Druid, & Paladin for sure; Bard & Illusionist/Specialist likely; Monk & Barbarian possible.</p><p></p><p><strong>Non-human Races</strong>: Dwarf, Elf, & Halfling (Hobbit-style) for sure; Half-Elf, Half-Orc, & Gnome likely</p><p></p><p><strong>More Spells</strong>: Druid spells introduced, more wizard and cleric spells added. Illusionist-specific spells may be introduced.</p><p></p><p><strong>Alternate Spell System</strong>: Spell point/mana system.</p><p></p><p><strong>More Equipment</strong>: A full-size list of weapons, armor, and miscellaneous adventuring equipment.</p><p></p><p><strong>Feats</strong>: Character customization options. Rules for swapping out class abilites for other abilities.</p><p></p><p><strong>Skills</strong>: Introduce a skill system.</p><p></p><p><strong>Combat</strong>: A tactical grid-and-minis system is introduced.</p><p></p><p><strong></strong></p><p><strong>Monsters & Treasure</strong></p><p>hardcover, 128 pages</p><p></p><p>A full-sized monster manual and compendium of magic items to supplement the ones in the core rulebook.</p><p></p><p></p><p>As time goes by, release Unearthed Arcana II, Monsters & Treasures II, Unearthed Arcana III, etc. Probably about 1 of each every year, in a staggered pattern. Every 6 months or so, you get a new book of optional rules (UA) or monsters and magic items (M&T).</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5783100, member: 60772"] [B]Three Rulebooks are released on Day 1[/B]: 1. Dungeons & Dragons Rulebook (it's a complete game - you only need this one to play) 2. Unearthed Arcana 3. Monsters & Treasure [B]Dungeons & Dragons Rulebook[/B] hardcover, 128 pages [I]design mantra: "If it's not critical to the game, it doesn't belong here."[/I] [B]Ability Scores[/B]: Str, Dex, Con, Int, Wis, Cha on a 3-18 scale, rolling and point-buy mechanics are provided, but check with your DM for the one he wants you to use. [B]Levels[/B]: 1-Max (probably 20) [B]Classes[/B]: Cleric, Fighter, Rogue, Wizard (the classic four) [B]Races[/B]: None. Human assumed (see design mantra) [B]Hit Points[/B]: Similar to 0e-3e, rolling and point-buy mechanics are provided, but check with your DM for the one he wants you to use. [B]Saves[/B]: Fortitude, Reflex, Will. They are static DCs based on the class and level of the character. (best of 1e & 3e) [B]Alignment[/B]: Law-Chaos/Good-Evil full dual axis with 9 possibilities. (I kinda want to do away with alignment entirely, but it's too much of a sacred cow) [B]Feats[/B]: None. Each class has pre-defined special abilities in the class write-up. [B]Skills[/B]: None. Use ability checks instead. Some classes may have bonuses to certain ability checks - for example, a rogue trying to pick a lock. [B]Spells[/B]: 8 cleric spells of each level 1-7. 12 wizard spells of each level 1-9. [B]Equipment[/B]: A relatively short list of weapons, armor, and miscellaneous adventuring equipment. (similar to B/X) [B]Combat[/B]: BAB & Ascending AC, per 3e. A simple combat system is given, similar to B/X or BECMI. This section will be very short, probably 5-10 pages, max. [B]Adventuring[/B]: Rules and guidelines for exploring dungeons, wilderness, cities, etc. [B]Monsters[/B]: A selection of iconic monsters. Enough to comfortably play the game, without trying to cram every monster in here. [B]Magic Items[/B]: A selection of iconic magic items. Enough to comfortably play the game, without trying to cram every monster in here. [B]DM Procedures[/B]: The advice and tools that are necessary to run a game. [B]Unearthed Arcana[/B] hardcover, 128 pages [I]design mantra: "More options"[/I] [I]Note: everything in this book is optional[/I] [B]More Classes[/B]: Ranger, Druid, & Paladin for sure; Bard & Illusionist/Specialist likely; Monk & Barbarian possible. [B]Non-human Races[/B]: Dwarf, Elf, & Halfling (Hobbit-style) for sure; Half-Elf, Half-Orc, & Gnome likely [B]More Spells[/B]: Druid spells introduced, more wizard and cleric spells added. Illusionist-specific spells may be introduced. [B]Alternate Spell System[/B]: Spell point/mana system. [B]More Equipment[/B]: A full-size list of weapons, armor, and miscellaneous adventuring equipment. [B]Feats[/B]: Character customization options. Rules for swapping out class abilites for other abilities. [B]Skills[/B]: Introduce a skill system. [B]Combat[/B]: A tactical grid-and-minis system is introduced. [B] Monsters & Treasure[/B] hardcover, 128 pages A full-sized monster manual and compendium of magic items to supplement the ones in the core rulebook. As time goes by, release Unearthed Arcana II, Monsters & Treasures II, Unearthed Arcana III, etc. Probably about 1 of each every year, in a staggered pattern. Every 6 months or so, you get a new book of optional rules (UA) or monsters and magic items (M&T). [/QUOTE]
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