50 things you want to see in The Dungeon Master's Guide

Post/Author/DateTimePost
#1

Alpizarai

Aug 01, 2014 0:43:58

- It is quite clear, some of us have been playing, and Dungeonmastering 5th Edition Material. Others have been rushing to play the Basic RuleSet and enjoy the game as it has evolved, but personally... I just can't wait for the DMGuide to be already out! So here's something that may appeal to your game's convenience or merely your curiosity...

50 things you want to see in The Dungeon Master's Guide.

01. Advise in how to handle Game Preparation Time with Estimates and similar aids to manage gameprep time.
02. Conversion guidelines for monsters from ANY edition of the game to D&D 5th.
03. A picture of Gary Gygax.
04. DarkSun campaign material to start running a little something there. Yeah with Psionic combat modes and magic transparency at least.
05. Sphere of Ultimate Destruction.

...

#2

Luciender

Aug 01, 2014 1:15:22

06. Fear and Horror modules so I can DM Ravenloft.

07. Guidelines for making custom classes/subclasses, races, etc.

08. Mass Combat Rules

 

I have heard though that my #8 will be there. So yay! lol

#3

BoldItalic

Aug 01, 2014 1:45:49

09. A village that isn't in FR (just for contrast)

10. A DVD with the PDF on it (okay, no chance, but I can want it)

11. A Bag of Holding tucked inside the back cover, with some real magic Items in it

12.  A pull-out battlemap that is completely blank, for miniatures players bewildered by TotM

#4

edwin_su

Aug 01, 2014 1:59:00

13. A random famely generator nothing binds/bonds a character more to a world then having his famely members live there too.

#5

Zardnaar

Aug 01, 2014 2:05:55

 Random harlot table. 

(Reply to #5)

Luciender

Zardnaar wrote:
#7

edwin_su

Aug 01, 2014 2:22:05

Luciender wrote:
#8

Zappy

Aug 01, 2014 5:09:22

edwin_su wrote:
#9

Zardnaar

Aug 01, 2014 5:41:37

Luciender wrote:
#10

Zardnaar

Aug 01, 2014 5:42:51

Zappy wrote:
(Reply to #10)

CCS

Zardnaar wrote:
#12

TiaNadiezja

Aug 01, 2014 17:51:46

CCS wrote:
#13

ChrisTheS

Aug 01, 2014 18:11:34

15. A 2e-style proficiency system.

16. An expanded version of the kobold victory dance article from Dragon.

17. Rules for making players roll all the dice, because I'm lazy.

18. Guidelines for time travel campaigns.

19. Muppets.

20. A table of pun-ishments for punsters.

#14

Qmark

Aug 01, 2014 19:03:03

21: Level 21

22: Detailed explainations of why the weird things are weird, including but not limited to: the bumpy XP table, desychronous ability score increases, and monster math.

#15

bawylie

Aug 01, 2014 19:03:05

18. guidelines for time travel so I can run Chrono Trigger!!!

#16

Psikerlord

Aug 01, 2014 20:24:21

 

23. Lingering wounds

24. A big paragraph about make the game your own, customise to suit your table, that tweaking the game will be the norm not the exception kinda vibe

25. Critical hit and fumble tables

26. Skill points system

 

 

 

 

 

 

 

 

 

 

 

#17

ChrisCarlson

Aug 01, 2014 20:27:34

Psikerlord wrote:
(Reply to #3)

Akeisha

BoldItalic wrote:
#19

Brock_Landers

Aug 01, 2014 20:48:44

BoldItalic wrote:
#20

Brock_Landers

Aug 01, 2014 20:50:03

Martial Arts system, like 1st Ed.

#21

demon_idol

Aug 02, 2014 5:17:05

27. Early modern weapons: black powder firearms, cannon.

28. Alternate weapons tables that include double weapons, additional weapon properties.

29. Rules for granting proficiencies and boons in addition to XP and money, and magic

30. Rules for a wide vareity of exotic environments, including other planes, the cold weightless vaccuum of outerspace, underwater, waist deep marshes, the decks of ships during hurricanes.

31. An extensive assortment of tricks and traps that include guidelines for running them. How do the players find and remove the trap? What information do various perception and investigation checks give them about the trick?

32. Heap loads of magic items, of course, including artifiacts.

 

#22

Caliburn101.

Aug 02, 2014 5:28:04

33. Toolkit for Spell creation

34. Toolkit for Prestige Class conversion

35. Toolkit for Domain creation

36. Rules for variable carfting qualities (non-magic)

37. Sword and Sorcery genre magic and healing conversion template

38. Other genre conversion templates (Steampunk, Science-Fantasy etc.)

#23

Alpizarai

Aug 08, 2014 21:50:11

39. Skill Challenges.
40. Epic level rules for levels over 30 and so on...
41. Advise in how to use Old Edition SourceBooks for Roleplaying Reference, and HOW IMPORTANT it is and should be for the new generations.
42. Importantly, refence or timelines about the importaant campaign seetings that they keep mentioning.
 

#24

Alpizarai

Aug 09, 2014 0:02:08

BTW, some interesting information before reaching the 50th...
 

DMG table of contents leaked:
 

highlights:
costs to construct building
costs for hirelings
downtime activites (most of which have a 20% chance of going to jail for 5d6 days)
domains (kingdom builder rules)
using miniatures!!!
travel hazards
diseases
poisons
madness
traps
puzzles
modifying races
creating new races
monsters as characters
modifying classes

optional rules:
training to level up
trading in magic items
flanking
attacking cover
morale
action points
called shots
alternate skill systems (13th age backgrounds are an option)
vitality
spell points
skill points
single strike (1 attack roll, cumulative damage)
second wind
rest variants
proficiency dice
massive damage
marking
facing
cleaving through the horde
automatic success
chases
cantrip slots
action points (again?)
group initiative
weapon speed
passive initiative
gestalt characters

#25

Melwick

Aug 09, 2014 0:41:06

What about character and monster templates?

#26

Brock_Landers

Aug 09, 2014 0:57:49

Melwick wrote: