On Thu, 7 Sep 2000, Doug Meerschaert wrote:
> >From: John Kim <[EMAIL PROTECTED]>
> > In short, the plan of using the D&D Players Handbook (which is
> > mostly classs, equipment, and spell lists) as the core rulebook for
> > other genre games is a little bizarre to me.
> 
> 1: It's a popular enough game it's worth the $20 to be able to game with 
> everyone else.
> 
> 2: In an espionage game, I'd only toss out the sections on nonhuman races, 
> magic, and magic using classes.  I'd have to write up new equipment, new 
> examples, and some new skills / feats--but a good portion of the book 
> wouldn't vanish.

        Um, only?!?  Let me see here.  The Player's Handbook is 304 
pages.  This includes: 

 - 16 page appendix on monsters/magic items/dungeons
 - 128 pages of spell system (Ch10-11)
 - 20 pages of equipment (Ch7)
 - 33 pages of fantasy-only classes (most of Ch3)
 - 9 pages of fantasy-only races (most of Ch2)

        OK, so at the very least a really big chunk is taken out.  
But how much of the rest is really applicable to modern espionage? 
Well, 22 of the Feats described are magic-based, as are 8 of the 
skills.  2 pages in the combat section deal solely with turning 
undead.  In short, I stand by my assertion that $20 is a lot to 
pay for what the Players Handbook gives me for a modern espionage 
game.  

        As for popularity: if I wanted to do what was popular, 
I would be hanging out in sports bars and drinking beer.  

- John


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