|
|
Thursday, April 11, 2013, 6:29 AM
Over a month ago, I ran a poll designed to see what the community felt was an appropriate rate of progression for players in three areas: attack bonuses, skill checks, and saving throws. More than a hundred of you responded and now I am going to examine the responses. You can discuss my evaluation in the comments below or in the related discussion thread. ATTACK BONUSESMore than a third of the respondents felt that attack bonuses should not appreciably scale. However, an equal number felt there should be some scaling. Of these, there was broad variation, but the median scaling appeared to be about +1 every 3 levels. That would translate to level-based attack bonuses tapping out at +6 over a 20-level career, which is a slower progression than the slowest class-based progression in either 3e or 4e, and a little faster than the slowest progression in AD&D. A +6 spread is still pretty significant when it comes to setting AC for opponents. Let's look atthe component of an attack bonus (exclusing the level-based bonus). Basically, you have martial attack (if you're not a wizard) ranging from +0 to +5 and Ability bonus ranging from -1 to +5. That's a spread of -1 to +10, or 11 points. Very few powers add to a martial attack (for example, Shape of the Dire Beast), and even those are limited in impact (Shape of the Dire Beast only adds to the attack bonus of a wildshaped form, which is already limited to about +4 to +6). Really, the only ones that stretch the upper bounds are the fighter powers Attack Orders, Careful Attack, and Shield Swipe. Let's say we think the best martial character should be hitting a typical level-appropriate encounter with a 5. The worst martial character should be hitting that same foe with a 16. Sounds good. ACs should thus average around 16, which lets you simply use normal AC ranges. Add in a sliding level-based bonus and AC will have to scale to match. With an additional +6, the worst martial characetr will be hitting enemies 50% of the time, and topped out martial characters will miss only on natural "1's". This will require a module. So here's the attack bonus module I would propose. Combat Experience Module: All creatures gain a level bonus to their attack rolls equal to one-third their level. Moreover, PCs add any martial attack bonus they receive from their class to their AC as a dodge bonus. Creatures that are not primarily spellcasters add their level bonus to AC as a dodge bonus. This bonus applies only when the creature is aware of its surroundings and not immobilized. SAVING THROWSThe most popular result in this poll was still that there be no scaling. however, it was less popular than no scaling in attack bonuses. Among those who sought some scaling, the 1:3 progression still seems to be about the median (and the range was not as broad as in the prior poll). Right now the only bonuses available to saving throws are ability modifiers. This does have some unusual ramifications, in that there is really no way to get better at resisting spells. Thus, as you level up, the save-or-suck spells you face become more potent. Again, a +6 bonus over 20 levels will require some serious scaling... Magic Experience Module: All creatures gain a level bonus to their saving throws equal to one-third their level. When using this module, spellcasters should double the spellcasting bonus they get to their class. For NPCs, add the level bonus to any attack rolls and DCs associatd with magic attacks. ABILITY CHECKSIn this poll, the clear preference is that there be no scaling. Even among the minority who want some scaling, the pace is much slower than what was prefered in the prior polls. Here, the preferred progression is only 1:4, or +5 over 20 levels. Skillful Experience Module: All creatures gain a level bonus to ability checks equal to one-quarter their level. Ratehr than designate DCs as easy, moderate, and hard, they will be designated by the level of adventurer that should find them appropriately challenging. So the DCs are: Commoner (8), Apprentice (13), Adventurer (18), Legacy (23), and Demigod (28). A caution: Using these modules will severely impact the way encounters occur. Players should be warned that creatures that are several levels above them will be TPKs. DMs should understand that sending creatures more than a few levels under the party's average level will become cakewalks. In addition, it is inadvisable to have parties mixing characters of differing levels. I look forward to your comments!
Read More at Unearthed Wrecana!
Tuesday, April 2, 2013, 6:50 AM
This is an ongoing series in which I highlight what I think were the best D&D-related blogs each month. This is the article for March 2013. The criteria for this honor is:
- The blog must be on the WotC Blog site.
- It cannot be made by a featured or staff blogger (the point is to highlight blogs that might otherwise go unnoticed).
- It cannot be made in the blogs for a specific group.
- It must pertain to D&D (of any edition).
- It must be in English.
- It must not be reposted from or pushing content on another site.
- It must tickle my fancy.
Note, you really should check out the featured blogs. You can see the current Featured Blogs here and the Staff Blogs here.
While we remain in playtest phase, I'm segregating playtest reports into a separate list. Please take a look at the great work of these Heroes of Blogging, Chroniclers of Blogging, and Heroes of Playtesting!
HEROES OF BLOGGING
CHRONICLERS OF BLOGGING
HEROES OF PLAYTESTING
 See more at Unearthed Wrecana!
Monday, April 1, 2013, 5:38 AM

I am very proud that my April Fool's article, Queen of the Interwebz Pits, was accepted for publication on the website! There is no subscription needed to view the article. If you liked it, be sure to leave a comment on the article gate, or in the official discussion thread. I really like the idea of the Interwebz as a demiplane for humorous adventures, and would love to hear people's ideas for explanding this concept, if there's sufficient interest. Also, many thanks to Jason Thompson for the kick-ass illustration of LOLth, demon goddess of the Interwebz (and check out his other April Fools submissions -- Walkthrough Map: White Plume Mountain and Walkthrough Map: Tomb of Horrors)! Please be sure to check out my non-humorous article (okay, semi-humorous) on Hyrsam, Prince of Satyrs, which will also be published in ths upcoming Dragon Magazine issue 422! (Though that will be behind the paywall!) It's my first time being published in Dragon, fulfilling a childhood dream, and crossing off another line on my bucket list. Don't worry. The regular Heroes of Blogging article will be published tomorrow.
See More at Unearthed Wrecana!
Friday, March 22, 2013, 9:41 AM
Tuesday, March 12, 2013, 1:37 PM
 The players thought they'd be playing the Isle of Dread (above). What they didn't know was that it would be a mash-up with LOST (below)

 The Isle of Dread (above) doesn't look so different from the island of LOST (below), does it?

 A green dragon can be found on the Isle of Dread. In my version, the dragon is called "Smokey".

 Strange creatures dwell on the Isle of Dread. On the LOST Isle of Dread, the pirates were replaced with the Others.

 On the LOST Isle of Dread the medusa spiders (below) are giant (above)!

 The only thing LOST lacked was dinosaurs. The LOST Isle of Dread fixes that omission.

 Even flying creatures have their analogs on LOST, like the Hurley-bird.

 Mysterious maps of the island are a staple of both LOST (below) and the Isle of Dread (above)  |
So there are two things of which I am a huge fan: Dungeons & Dragons and the television show LOST. So when I decided to run my family through the Playtest version of the Isle of Dread, I found myself happily able to combine these two passions.
For those unfamiliar with LOST or the Isle of Dread, one involves a mysterious island populated by dangerous marauders, ancient monsters, mysterious temples, impossible creatures, natural disasters, and almost no means of escape. The other is a classic Expert D&D module written by David Cook and Tom Moldvay. If you are unfamiliar with either LOST or Isle of Dread, you probably won't get too much out of this article. So, obviously, I understand this blog is likely to have a limited audience.
WARNING: Spoliers abound! Both for LOST and the Isle of Dread. If you don't want spoilers, read no further!!!
I had already adventured through the original module, which was first published back in 1981 and I had a ton of fun with it. However, one drawback (some would call it a feature) is that there is not a lot of personality to the NPCs. They essentially exist as stat blocks with very generic motivations. The pirates pillage. The natives gather coconuts and spear things. The lizardfolk worship dragons and the cavemen paint.
Flash-forward 23 years. When ABC first premiered LOST in 2004, I remember thinking that there were a lot of parallels between the events in the television show and this adventure. A mysterious island. A lost civilization with ancient magic. Strange communities that interact in hostile manners. Lines in the sand beyond which it is not safe to pass.
Recently, my wife and I had been rewatching the series with our daughters (who are seeing it for the first time). They very much enjoy the series and we have a lot of fanciful conversations about what it would be like to be on LOST island and which characters we identify with, whether we'd kill innocents to save our children (as Michael does), and so on.
When I saw the playtest packet with the Isle of Dread, I immediately thought of combining the two. Here's how I did it...
First thing I did was change the identity of the journal writer from "RB" to "JS" (or Jack Shephard). Since my family's party did not have a cleric, I thought I'd make Jack an adventuring cleric so he could be available for any needed healing.
I changed the back story a bit. The heroes' employer -- Charles -- has recently obtained a sheet from a note found in a bottle that washed ashore and was signed by "JS". Charles believes that "JS" was a cleric who was lost at sea. He hires the PCs to find the island and rescue JS and any other survivors. He has commissioned a freight ship to take them to the coordinates of the island as revealed in JS' notes. Unfortunately, the freight ship runs aground as it approaches the island and is destroyed. The players wash ashore with most of their possessions destroyed. They have their armor, spellbook, weapons, a few random effects, and the player's map of the island.
By this point, the players did not suspect that I was running the Isle of Dread as LOST. They thought I was running the adventure straight out of the box. But what happened next left no doubt. I had the PCs wash up at a random point on the island. It turned out to be near the village of Tanaroa, which I had decided would be the beach camp of the LOST castaways. One of the other "villages" would be the cave system. Another village would be the Swan Hatch.
They reached the village and met with Claire, a new mother. She explained that "JS" was their cleric, a man named Jack. She was very worried because Jack, a rogue named Sawyer, a dwarf named Hugo, a tracker named Kate, and a man named Michael, had recently gone off into the jungle but had not returned. At this point my daughter asks "Claire" the name of the ship that crashed and left them here. She answered "Oceanic."
That's when the adventure turned from fun to awesomely fun. My players got totally into the mash-up, realizing their employer was none other than Charles Widmore.
They asked where Jack and his crew were headed and Claire pointed to a distant hex on the map. They hired Jin -- an elven sailor who spoke no common -- to take their small catamaran (the Elizabeth) to that hex. As they explored the center of the hex, they rescued some Neanderthals from giant medusa spiders (aranea in the adventure). The Neanderthals said they knew where Jack and the crew were, and would tell them if they did the Neanderthals a favor. They explained how the lizardfolk worshipped a new arrival to the island: a dragon only known as "Smokey". The lizardfolk would take captives and sacrifice them to Smokey. They asked the players to invade the lizardfolk lair and stop this dragon cult. They would repatriate any lizardfolk children to other lizardfolk communities on the island that had not yet been converted by the dragon.
This was disconcerting as the players had expected a faithful adaptation to LOST, but this story is in the original adventure, and had no analog to LOST. I think it's important when doing homage not to be slavishly faithful. The Neanderthals and lizardfolk have no analogs in the show. The party found themselves knee-deep in lizardfolk.
After successfully rescuing the lizardfolk children, the Neanderthals revealed that they saw JS, Sawyer, and Kate get abducted by the pirates and taken by ship to the pirates' barracks on the far side of the island. The pirates had abducted Michael's son, Walt. In exchange for Kate, Sawyer, and Jack, the pirates gave Michael his son back, a ship, and coordinated to leave the island. The Neanderthals showed the party where the pirates could be found.
Suddenly, the party was thrust into Season 2 of the series. Jin took them by sailboat around the island (where they got a glimpse of a giant statue of a four-toed foot) to where the pirates were. There, the heroes snuck into the camp, where they found Jack, Sawyer, and Kate in seperate huts. Jack had been brought there to cast cure disease on the pirate's leader, Ben, and was using Kate and Sawyer as pawns to convince him to cast the spell. So far, Jack had refused. In the end, the players negotiated a truce with the pirates. Jack cast cure disease in return for freedom for him, Kate, and Sawyer. The pirate also told them the coordinates to leave, though they had no ship that could take them. As they left, they also took two turncoats from the pirate crew -- a young boy named Karl and a woman named Juliet.
They got to back to the beach camp to recuperate from the adventure. Jack revealed that the island was full of "hatches" from an ancient culture that once lived on the island called "DHARMA". He believed the pirates had wiped out DHARMA some time ago. DHARMA had some very unsual magical abilities. He was convinced that in one of DHARMA's facilities is a way to get home. He began gathering provisions for another foray into the jungle.
Meanwhile, the party gets a nocturnal visit from some lizardfolk. Smokey is angry about the loss of worshipers and has started to pressure other lizardfolk communities to offer tribute to him. The party decides they have no choice but to confront the dragon. The lizardfolk tell them where the dragon's lair is located. They persuade Jin to take them once more to the north end of the island. (This time, he is accompanied by his elven wife, Sun -- they had been estranged before, for some reason.)
At the dragon's lair, the party found itself cornered by the dragon and they resorted to parley. The rogue mucked up the diplomacy by trying to pickpocket some of the dragon's treasure. When the dragon attacks, the party wizard used her heightened hold person to keep the dragon paralyzed briefly. They used this lull to offer the dragon a choice. Surmising that the dragon was stranded like the PCs were, they offered to give the dragon the coordinates to get off the island. When the dragon finaly made his saving throw, he agreed. He collected the most expensive pieces of his horde and flew away, leaving the party with a good chunk of change. Less than if they defeated the dragon, but plenty considering they didn't have to fight it.
Had this adventure been slavishly tied to LOST, the players would not have realized the dragon was trapped here like everyone else. The players took the mash-up of LOST and Isle of Dread and made it their own. And they loved it.
(On their way back, they ran into the gargoyles, who abducted Jin and Sun. Entering the gargoyles' lair to rescue them, a former DHARMA station called the Pearl, they discovered a map revealing the location of all the other DHARMA temples.)
In the next installment of the playtest, they will accompany Jack to the central Temple -- called the Orchid -- hopefully to finally discover a way to rescue all of the castways... or possibly send them into the past!
I hope you found this playtest report entertaining, useful and inspiring! Let me know if you're interested in hearing about how the adventure ends. |
See more at Unearthed Wrecana!
Tuesday, March 5, 2013, 8:46 AM
Please note I am repeating this discussion in the forums at this thread. Feel free to leave comments below or join us in the discussion thread. So there's been a lot of discussion about the concept of bounded accuracy -- the notion that there is no assumed improvement in attack rolls, skills, or defenses unless the character devotes character building resources to such improvement. Thi was not true in any prior edition. I will call this phenomenon "assumed progression" as the term "bounded accuracy" tends to confuse. In OD&D, BECMI, AD&D, and in 3e, every class got assumed progression in attack rolls and saving throws. In 3e, you also got regular improvement in some Ability scores. In 4e, this was assumed progression was extended to all ability checks (including skill checks) in the form of the half-level bonus. Next has assumed much less progression than any previous edition. However, it is not non-existent. Even in Next most classes (not wizards_ automatically improve at weapon attacks as they reach certain levels. All characters automatically improve some Ability scores. These are all varying levels of "bounded accuracy". One way to measure this is to see the level at which a PC is good at something that is "contrary" to their class' type. For instance, at what level can a Str-10 wizard fight with her quarterstaff as well as a Str-16 1st level fighter. In 2e, it is 4th level In OD&D, it is 5th level In 1e, it is 6th level In 3e and in 4e, it is 8th level In the current playtest, it never happens (for the wizard -- a Str-10 rogue achieves parity with a Str-16 1st level fighter in the longsword at 14th level) can swing a longsword (which is not a finesse weapon) as well as a Str-16 1st level fighter (+4 to hit). This occurs even if the wizard never once uses her quarterstaff in combat and makes absolutely no effort to improve her quarterstaff skills. She just gets better through what I call the "osmosis of adventuring". She picks up competency simply by being in adventures where people are presumably using weapons (either as allies or enemies). Now, everybody appears to have different levels of tolerance. Some prefer the rapid progression of 3e and 4e. Some prefer the overall flatness of bonuses combined with assume progression as found in OD&D and AD&D. And others prefer the even slower progression of the playtest. Some also prefer to limit assumed progression to attack rolls, or attack rolls and saves, or to all d20 rolls. So my question to you is... how much assumed progression, if any, do you want in your game? To determine this, I am going to ask a few questions, and I hope you answer truthfully. These polls will be open for one month.
Poll One: To-Hit Bonuses
At what level should a human wizard with a Strength of 10 have the same bonus to-hit with a quarterstaff (assuming proficiency) as a 1st level human fighter with Strength of 16? Assume the wizard is not spending any character building resources (including spells, feats, etc.) to improve in fighting with the quarterstaff.
Poll Two: Saving Throws
At what level should a human rogue with a Wisdom a score of 10 have the same bonus to save against a charm effect as a 1st level human cleric with a Wisdom score of 16? Assume the rogue expends no character building resources (including skill tricks, feats, etc.) to improve the ability to resist charms.
Poll Three: Ability and Skill Checks
At what level should a human fighter with an Intelligence score of 10 have amassed as much knowledge (for purposes of ability or skill checks) of arcane lore as a 1st-level human wizard with an Intelligence score of 16 who is trained in the skill knowledge (arcane)? Assume the fighter expends no character building resources to improve in knowledge of arcane lore. I look forward to the results!
See more at Unearthed Wrecana!
Friday, March 1, 2013, 5:23 AM
This is an ongoing series in which I highlight what I think were the best D&D-related blogs each month. This is the article for February 2013. The criteria for this honor is:
- The blog must be on the WotC Blog site.
- It cannot be made by a featured or staff blogger (the point is to highlight blogs that might otherwise go unnoticed).
- It cannot be made in the blogs for a specific group.
- It must pertain to D&D (of any edition).
- It must be in English.
- It must not be reposted from or pushing content on another site.
- It must tickle my fancy.
Note, you really should check out the featured blogs. You can see the current Featured Blogs here and the Staff Blogs here.
While we remain in playtest phase, I'm segregating playtest reports into a separate list. Please take a look at the great work of these Heroes of Blogging, Chroniclers of Blogging, and Heroes of Playtesting!
HEROES OF BLOGGING
- David Givens paints minis with his daughter, goes to ORCCON with his son, and likes Unearthed Arcana.
- Doctor Necrotic expands a world.
- Don Diablo find the map is not enough.
- Grimli remembers an empty chair.
- Hartlage thinks unrealistic hp are brilliant, hits the sweet spot, rides the power curve, tastes bounded accuracy, trades accuracy for damage, and changes the balance of power.
- iisaphd travelrs across Cyre.
- lunaelf just wants to play with you.
- Marine1970 reviews Gygax Magazine.
- Miladoon knows weapon lore and featherflight archery.
- Kezzek solves class design, rolls for and scores the abilities, differentiates the cleric
 , eats his own LFQW cake, and checks skill checks.
- Orkbard makes a skill rank module.
- Ranger Ed makes his own RPG
- Rhenny eliminates AoOs, makes spellcasting interesting, makes skill dice for all, likes easy-to-hit monsters, and actively chooses.
- RJP takes on history.
- Rumbletiger creates an arcane order.
- Sigfile goes virtual.
- The Meat Shield discusses paladins.
- Uskglass plays theater of the mind (4e) and charges for dailies.
- Webster reviews the Alternity PHB.
CHRONICLERS OF BLOGGING
HEROES OF PLAYTESTING
 See more at Unearthed Wrecana!
Saturday, February 23, 2013, 8:39 AM
About a month ago, Mike Mearls, in a Legends & Lore article, described the distinction between the Basic, Standard, and Advanced rules. In that article, he listed a variety of potential Advanced rules that might be included with the Standard Rules at initial release. I started a poll and a discussion thread in which I asked people to vote on which Advanced Rules they might use in a game. Although the poll is still open, the results have not changed in more than a week, so I think it is a good time to analyze the results. Initially, I want to note that this poll is in no way scientific and should be taken for a huge grain of salt. A litle less than a thousand people responded, which is a relatively small number compared to the 80,000 or so playtesters. Moreover, I have no idea if the poll respondents constitute a representative sample. Still, I think it can be entertaining to look at the results.
 You can click on the image for a larger view.
As you can see, most (8 of 17) of the proposed advanced rules fall in the middle, which is colored in yellow. For purposes of this article, I will not be discussing these rules modules. Instead, I will treat them as the baseline to analyze those who fall above or below this number.
Most Desired: Tactical Combat, Realms Management & Strongholds, and Alternative Magic SystemsTwo of the three most desired Advanced rules -- tactical combat and alternative magic systems -- are what I would describe as Fourth Edition-style rules. In fact, of the three Advanced Rules I would describe as Fourth Edition friendly, only Encounter-Based Resources met the baseline. (That surprised me.) It would seem that these are two Advanced Rules that should be released inside or in conjunction with the Standard Rules. It may be that these rules are too involved to release in the same book as the standard rules. Tactical Combat, for instance may be worthy of its own Heroes of War supplement. And Alternative Magic Systems could constitute a great chunk of a Heroes of Magic supplement. As for the Stronghold management, this harkens back to First Edition, when "name level" characters would build keeps, towers, guilds, or churches and gain followers. The designers have already discussed including these as part of a "Legacy" module, and I think this poll indicates the designers are on the right track there.
Desired: Player Participation in Narrative, Mass Combat, Spell ComponentsThe three alternate rules that were desired only slightly more than the median are very different from one another. Player Participation in Narrative are often referred to as "plot coupons" and give the player some measure of control over the narrative. This has really never been incorporated into D&D before so I would be interested to see how they manage it. Mass Combat has always been the holy grail fo D&D extensions. Some editions incorporate it with vague and generally unhelpful rules. Others created a separate game to deal with the implications. Fan-made rules often involve treating troops as swarms (as I did in 4e with Piecework Armies). Mike Mearls has repeatedly expressed his interest in mass combat systems and it will be interested to see what is incorporated into Next. It is somewhat odd to discuss spell components as an alternate rule, since some form of material component or implements has always been a required rule. That said, I would hope that any component module offer options for implements as well as material components, or possibly a combination along the lines I proposed in a New Division of Implements. Less Desired: Firearms, and Horror and Sanity RulesI was very surprised to see firearms and horror/sanity rules fall beneath the median as these rules are probably two of the more commonly discussed advanced rules brought up in my experience throughout the history of D&D. Both bring more of a modern sensibility to D&D. Firearms are directly modern, but even horror and sanity rules elicit modern conceptions of psychoanalysis and gothic storytelling. Even though these modules were indicated as being less desired than the average, I would hope the developers do eventually include them in a supplement. Least Desired: Armor as DR and Hit Locations
The least desired advanced rule would operate as a change to a fundamental constant of D&D: armor as decreasing the likelihood of hitting. I think most people recognize the abstractness of D&D combat and that changing these fundamental assumptions would have wide-ranging implications on many other areas of the game, such as hit points, weapon damage, and accuracy. Again, I see this topic bandied about on the forums a lot, so there is a market for it, but, apparently, it is not as marketable as the volume of internet chatter may have indicated.
See more at Unearthed Wrecana!
Thursday, February 14, 2013, 5:50 PM
My teenage daughter got the following Valentine's Day present.  I think I like this young man!
See more at Unearthed Wrecana!
Monday, February 11, 2013, 8:27 AM
With the latest slew of Legends & Lore articles, we are finally getting a sense of how the game will be organized. There will be a basic, a standard, and an advanced version of the game. The advanced rules are further divided into "modules", which sit atop the standard rules without altering them, "dials", which alter the standard rules in predictable ways, and what I call "variants", which alter the standard rules in fundamental ways. For more than a year, the designers, and Mearls in particular, has been stating that it was too early to speculate about specific presenation of the game while they were still hammering out the details of the game engine. Now that the details of the game engine has been hammered out, let the speculation of presentation begin! Here is how I would suggest the game be presented to the consumers. Basic: The basic packet should involve a very short packet. Mearls has already said that the classless section on the rules might only be 16 pages. I would imagine the Basic section will only have four classes -- cleric, fighter, rogue, and wizard -- and no feats, no skills, no specialties, and no backgrounds. The list of maneuvers, skill tricks and spells will be very limited, and I would imagine it would only proceed through level 10. So I would imagine 16 pages for the classes, including spells and maneuvers, and maybe 40 pages of a bestiary. The basic game should be provided free on the website. Use creatures already available through the d20 SRD so as not to further dilute the game's intellectual property. While there should be a downloadable PDF, available through RPGNOW, there should also be a hyperlinked version on the website, allowing banner ads for Wizards' more advanced versions and subscription to the magazines, and perhaps a character sheet generator keyed to the basic game or at least a downlodable character sheet. These materials can also be packaged into a Basic Box, with softcover Players' Guide (30 pages), DM's Guide (50 pages in all, including the bestiary), DM shield, character sheet pack, introductory adventure, dice, and tokens, which would be sold like a board game, rather than a book. It should appear on game shelves near Risk and Monopoly, not on bookshelves next to comic books and fantasy novels. This box set should also be priced near cost, to be competitive with other board games. $20.00 - $30.00 Standard: The standard game should be presented in a more traditional format: Player's Handbook, Dungeon Master's Guide, and Monster Manual. These can be boxed together, as well as available for download. These books can be packed together, the way 4e's initial three were packaged, as well as sold separately. However, I think download and Amazon is going to be the wave of the future. Book sales are slowly dying. Barnes & Noble has recently announced the closing of nearly one-third of their stores over the next ten years, and, personally, I find that to be optimistic. Barnes & Noble is also steadly shifting from a bookseller to a game-and-gift shop, which again indicates that box sets would be more marketable in brick and mortar shops than individual books. Game programs like Encounters may continue to provide a lifeline to the FLGS, but they will always be an increasingly smaller share of Wizards' business. So I recommend that the three books can be purchased individually through download or at FLGSs, but the Advanced D&D Box should be packaged as a deluxe version of the Basic Box. It can retail for $50.00-$60.00 and also come with dice, a sample adventure, and tokens and/or miniatures. Advanced: In the back of each of the standard books should be the advanced rules that playtesting suveys reveal to be the most popular. (I personally don't care what those turn out to be.) This split -- standard rules up front, advanced rules in the back, should carry through all subsequent releases. Future releases should be grouped thematically. So, there be a supplement called "Miniatures Handbook", which would deal with tactical play. The book may be divided into three sections. The first section could simply give DMing and player advice on more tactical play, discussing the use of terrain and traps that are available even under the Basic rules. The second section can give the "modules", such as new feats, spells, maneuvers, skills, and skill tricks that can be easily inserted into the Standard Game. And the third section can introduce the "dials" and "variants" that alter the standard rules, like options for facing, for gridded combat, and new powers and skills for pushing, sliding, shifting, etc., possibly including new classes built specifically for gridded play. Each new release would then have something for all three levels of play. The supplements would be released as individual books, but I think it should be assumed they will be purchased throgh download or at, most, through the FLGS.
See more at Unearthed Wrecana!
|
|