High Lord Dee said:
P.S. Rules are needed for EVERYTHING as a guideline. There is so much great d20 material out there, you do not need to invent everything just to make it 'playable' Take what is out there and modify it if you like but focus on the story and use other's research and time to handle situations like this. Have fun!
HLD
Wow, mongoose, wizards of the coast, and soon to be me will make a lot of money off of you!!!!
If you need any rules, just PM me and i'll give you my paypal account, wire money in and I'll email you a word document if you want to plumb the depths of rules of "tavern wench qualities per s.p. spent" or "zamorian slave girls and their kinky fetishes prior to Zath's mating rituals"...
Rules be damned, for example a few years ago no-one knew what the hell was going with a 5 foot step, I and many other GMs improvised, waited for the AE edition, then waited for the smoke to clear and I still could not figure out all the nuances, and I still improvised.
I think some of the great appeal of 1st Edition AD&D (per the other topic) is that combat was fast and simple, nobody had 'skills or feats' and it was conducive to great storytelling and improv by the DM. IF your character did something assinine, the DM slammed you and didn't look at a matrix or chart to figure things out. The only rolls and rules you had were for hitting, damage, initiative, and saving throws.
The last thing I want to see this game devolve into is some knd of lame-o rules freaks convention via posting articles in Signs and Portents about "finding a good accountant in numalia" or "aquilonian rat-catchers and their monthly fee for for your wizards keep" I think you get the drift, right?
Honestly I think other than regional sourcebooks your collection could stop at the AE edition (and if you are scholar type 'skrolls of skelos').
Just my two cents.