| Post/Author/DateTime | Post |
|---|---|
| #1DragonOfLightOct 19, 2008 9:35:54 | Has there been any word on when/if WotC is releasing the DMG II (I was under the impression that all three core books would have a new volume added approx. every year)? |
| #2ranadielOct 19, 2008 15:57:01 | No word on when it will be. Follwoing the same timing difference between PHB and MM, it should be July but we already have some July releases listsed. I'm sure they will do one, so it should likely be out in the second half of 2009(as we have some fairly solid release info for the first half). |
| #3GMforPowergamersOct 19, 2008 20:10:05 | I wonder f they are having a hard time pinning down what to put in it compaired to other books...it just seams to me we have a large presadent for MM 2,3,4,5,6,12,152,200...and the new set up gives a great lead into atleast PHB 2-5, with if they come up with more classes and power sources it extending out for a while...but what is going to be in DMG2...3...or 4 |
| #4ekkoOct 19, 2008 20:56:36 | I could see DMG II being entitled "Dungeon Master's Guide II: Creating Your World," and talking about how to homebrew a setting in more detail, as well as help and tips for designing new classes and paths. |
| #5superdeadsmurfOct 19, 2008 21:02:03 | stuff we might see in future DMGS- traps, diseases, more pre-made towns, more advice, more guidelines for making your own classes, monsters, etc etc etc. There are definite posibilities |
| #6undrerenOct 19, 2008 21:36:56 | I would LOVE seeing a DMG with advice on how to make your own classes ![]() |
| #7Sailing_Pirate_RyanOct 21, 2008 18:24:42 | I figure that it will more or less include the sort of content that DUNGEON provides; adventure modules, components, NPCs, etc. One thing I would specifically like to see in either DUNGEON or the DMG series is Encounters; specifically, encounter templates complete with monster placement by role, interesting terrain elements, and a twist. For example, one such template could be set in a ruined underground temple with toppled pillars, raised pulpits and furnishings in various states of repair establishing the terrain. The monsters would be placed according to Role, keeping the encounters independent of party level, so that the Defenders go here at the entrance, the Artillery goes there on an elevated balcony and the Skirmishers go hither and yon behind pews. After three rounds, the sacrifice-devouring monster awakens from its deep slumber and attacks all combatants who come too close to its pit (the twist). DMs can either play the Encounter as presented or use the positioned elements as a spring board for their own encounter. As a DM, it would take a load off of my prep time (a definite, oft-stated goal of 4e) by allowing me to focus on the larger plot without having to come up with tactical positioning scenarios from whole cloth. By keeping the encounters relatively generic, almost any DM could use them. As a Player, I want something to help my DMs break their old habits of using plain square/rectangular rooms! 4E combat is supposed to be all about interesting DM encounter design meeting player tactics, but all too often the DM ends up providing the same bland encounter spaces of yore. Finally, many DMs are reluctant to use published adventures, preferring to follow their own path (i.e., me, who likes the idea of DUNGEON, but has never gotten much use out of it), but a lot more would be willing to cherry-pick good encounters, IMO. |
| #8Tharag_BoccOct 21, 2008 22:26:23 | stuff we might see in future DMGS- traps, diseases, more pre-made towns, more advice, more guidelines for making your own classes, monsters, etc etc etc. Agreed, but don't forget monster templates (well definitely see class templates for the new PHB2 classes). I'd also like to see rules for scaling back a monster's category, (reducing solo to elite and elite to standard). Solid guidelines for designing new minions and/or templating existing monsters into minions would be nice. Also, weren't there rumors that future "Unearthed Arcana" type material would be published as part of future DMGs? |
| #9Steely_DanOct 22, 2008 3:33:38 | Agreed, but don't forget monster templates (well definitely see class templates for the new PHB2 classes). I'd also like to see rules for scaling back a monster's category, (reducing solo to elite and elite to standard). Solid guidelines for designing new minions and/or templating existing monsters into minions would be nice. The only reason I would buy a new DMG is if it had stuff like new templates, design tips etc (monster/class etc), but the last thing I need is premade anything in the way of NPCs, towns, economies etc, and I have enough DM's advice from my D&D collection to last me a couple dozen lifetimes. I would also love it if it introduced variants, ala UA (the book that almost saved 3rd Ed for me). |
| #10leowulfOct 22, 2008 11:34:38 | I could see DMG II being entitled "Dungeon Master's Guide II: Creating Your World," and talking about how to homebrew a setting in more detail, as well as help and tips for designing new classes and paths. This! stuff we might see in future DMGS- traps, diseases, more pre-made towns, more advice, more guidelines for making your own classes, monsters, etc etc etc. This too! |
| #11psyguardOct 22, 2008 19:31:57 | Personally I would like to see expanded and optional rules. Kind of like the Unearthed Arcana was in 3rd. A collection of Tools that would allow a DM to change the overal feel of the game. If you want to shift your game from Heroic Daring to a more realistic grim and gritty style of game pull out DMG 2, If you want to push the game in the direction of Sci-Fi style fantasy pull out DMG 3, move things towards a dark and terrible struggle against the unknown that lurks inthe dark who's very appearance can drive men mad... DMG 4, etc... The job of the DM is to creat the game so he needs a toolkit that can offer him as many different options and styles of game as possible. |
| #12DragonOfLightOct 22, 2008 23:54:06 | Personally I would like to see expanded and optional rules. Kind of like the Unearthed Arcana was in 3rd. A collection of Tools that would allow a DM to change the overal feel of the game. If you want to shift your game from Heroic Daring to a more realistic grim and gritty style of game pull out DMG 2, If you want to push the game in the direction of Sci-Fi style fantasy pull out DMG 3, move things towards a dark and terrible struggle against the unknown that lurks inthe dark who's very appearance can drive men mad... DMG 4, etc... I like where you're headed with that, Psyguard. WotC could have official campaign settings with a specific flavor (i.e. Ravenloft for horror) and then devote one of the DMGs to a generic DM-created horror setting (in fact, I think 3E had a Heroes of Horror sourcebook that was exactly what I just described). |
| #13psyguardOct 23, 2008 23:41:07 | I like where you're headed with that, Psyguard. WotC could have official campaign settings with a specific flavor (i.e. Ravenloft for horror) and then devote one of the DMGs to a generic DM-created horror setting (in fact, I think 3E had a Heroes of Horror sourcebook that was exactly what I just described). Exactly. With the PHB II bringing us the Primal Power Source, why not devote the DMG II towards the rules needed to creat a savage and primitive setting. Rules for creating Totem Spirits, Vision Quests, advice on creating nomadic cultures, New Templates for giving monsters a more savage or primitive feel, etc... |
| #14serphetOct 24, 2008 1:25:11 | PHB will elaborate it's chapters, mm the same. My thought is look at the ToC, and see where things could be elaborated. Minion creation rules would be cool, really the options are endless (shoot if DMG II was a harbound collection of the dungeoncraft articles, I'd pay for it) |
| #15Pyrate_JibOct 25, 2008 0:47:48 | I'd like to see a DMG II. I liked the section in the 4E DMG on the various types of players and how to address them but over all I found it rather light source book (especially if you compare it to the 3.5 DMG). There is a lot more to cover! |
| #16MalckussOct 27, 2008 9:32:14 | I loathed Second Edition, but the part of the DMG I thought rocked was the rules for race and class creation; I want something like that, along with trap creation rules, expanded rules on interactive environments, optional rules to help in fine-tuning the mechanics of your setting, rules for Paragon Paths, Epic Destinies, and Multiclass only classes similar to the gladiator or the Spellscarred, rules for feats, rules for introducing your own power sources and or roles, ect. |
| #17The_JesterOct 27, 2008 10:19:23 | Things that could be done in DMG2: * Alternate rules (like Unearthed Arcana * Alternate PC creation rules * More monster creation rules (creating powers, more advice, minion rules) * High/low magic campaigns, high/low civilization * Alternate treasure parcels * Magic item creation rules * More traps (and trap creation rules) * More diseases (and disease creation advice) * Revised page 42 (for people w/o the deluxe books) * More hazards * Villain and plot creation advice |
| #18skyodinOct 27, 2008 21:03:50 | I believe one thing that is missing in the core rules so far that the DMG II is rules for underwater combat. |
| #19Gerrard-s_MomOct 28, 2008 11:54:00 | I believe one thing that is missing in the core rules so far that the DMG II is rules for underwater combat. DMG p. 45? The above list is good, don't forget mephits for MM2 ![]() |
| #20khiftNov 03, 2008 10:48:21 | I wouldn't be surprised if they don't follow the yearly rotation with DMGs. I expect to someday see a DMG2, and possibly a DMG3, but the DMGs just aren't as infinitely scalable as the PHBs and MMs are. |
| #21serphetNov 03, 2008 12:17:58 | I wouldn't be surprised if they don't follow the yearly rotation with DMGs. I expect to someday see a DMG2, and possibly a DMG3, but the DMGs just aren't as infinitely scalable as the PHBs and MMs are. I feel the same way, but I will wait and see the DMG II before I write it off. The designers have surprised me before, and I imagine they'll do it again (and again). |
| #22eepopNov 03, 2008 12:53:00 | Rules for a "non-adventuring skills" system. -List of the skills. -Rules for the skills. -A non-adventuring basis for gaining higher skill. Its something thats very much missing from 4E. But they've also given themselves the opportunity to do it right. Instead of just lumping them in with adventuring skills and setting up the "I just got better at basket weaving from bashing in an orc's skull" and the "I want to be able to weave baskets, but I need to be able to do my job as a scout while adventuring" problems. |
| #23BelorinNov 06, 2008 21:01:23 | Will be out in Sept. 2009 according to the WotC product schedule. Maybe now we will get some real info from the devs. Bel |
| #24Pyrate_JibNov 13, 2008 22:09:24 | Will be out in Sept. 2009 according to the WotC product schedule. I was glad to see this too! I don't think we will see a teaser until at least May 2009. |
| #25thaxNov 14, 2008 8:13:54 | I figure that it will more or less include the sort of content that DUNGEON provides; adventure modules, components, NPCs, etc. As we get more into the development of the books, it is clear that some of the optional rules within the ransomed DDi will be used in future products. That is, just because it is in Dungeon, that doesn't mean it is never gonna be in a CORE product. I think the world building aspect is a winner, but might be as far back as the DMG3 or even it's own sourcebook (like similar products in the past). Putting some clarification and expansion on encounter building is likely, as well as porting over the traps and chemical rules from the DDi stuff. Jester put in this list... Things that could be done in DMG2: I believe the alternate rules are 3pp arena for now. Not sure what alternate PC rules you would want, but the only thing I would want to see is an exceptional array of stats instead of the what is there now. I think the monster creation rules is a given. The magic effecting the world is pretty much hard wired in. It is less magic oriented than the previous edition, with Magical items being nerfed and all. With the overall bad idea of controlling wealth as a balancing mechanic, doing something with the Parcel System is a must. There is item creation already in the first three books, you buy the item, enchant it and your done. The cost is the main problem, seeing as it costs the same as buying it, without the mark up that most are not using in the first place. Some alternate means of creating Magical Items is needed, and the nerf for charged items needs to be addressed. Traps/Diseases and hazards are indeed a must have. Like the last one. Just my thoughts... |