Dungeon Masters Guide 3: Teach DMs how to homebrew new character classes and races

Post/Author/DateTimePost
#1

Haldrik

Mar 27, 2009 2:34:22
Dungeon Masters Guide 3: Teach DMs how to homebrew new character classes and races.

Because of its modular design, D&D 4e makes it extremely easy to customize and personalize character classes and races.

Each character is an assemblage made out of 'powers', feats, and other features. Its like a molecule with each atom being a power. You get a specific number of powers at each level. Say a character is a Fighter. A DM can easily swap out one power for another power, say from the Druid class, to tweak the characters flavor. The DM can build an entirely new character from scratch, like putting together legos. Just mix-and-match. Easy!

Customization is simple in 4e. The only problem is, certain powers synergize too well and can make the character overpowered. The DMG needs to advise DMs how to build new concepts, avoid mistakes homebrewers often make, detect gaming imbalances before they break the game, and how to deal diplomatically with players whose homebrew characters are breaking the game.

Some DMs are natural homebrewers and intuit all of this information. But most DMs would appreciate spelling out some solid rules-of-thumb, especially with regard to the new 4e system.
#2

doctorhook

Mar 27, 2009 15:55:05
Good suggestions, but... why DMG3? Why not DMG2?

I suppose you're suggesting it to WotC, rather than simply musing, in which case you would have realized that DMG2 is probably approaching the final development stages at this point. I suppose that I just answered my own question, didn't I? :P
#3

maskimus

Mar 27, 2009 18:37:26
This is a great idea! I was just thinking the same thing this morning.
It would have to include how to create powers balanced for the appropiate level, which I see as the hardest part.
#4

Belorin

Mar 27, 2009 19:08:47
Good suggestions, but... why DMG3? Why not DMG2?

I suppose you're suggesting it to WotC, rather than simply musing, in which case you would have realized that DMG2 is probably approaching the final development stages at this point. I suppose that I just answered my own question, didn't I? :P

DMG 2:
Product description:
A source of inspiration for Dungeon Masters of any level

This core rulebook for the Dungeons & Dragons® Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11—20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed “home base” for paragon-tier adventurers–the interplanar city of Sigil.

Bel
#5

Crimson_Concerto

Mar 28, 2009 11:53:04
Because of its modular design, D&D 4e makes it extremely easy to customize and personalize character classes and races.

Have you seen the home brew races around here?
It really surprises me that even with it's simple, modular design, people still somehow seem to make the same mistakes consistently when creating their homebrew races for 4E...