Hopes for DMG

Post/Author/DateTimePost
#1

Dave2

Oct 23, 2014 14:03:36

With the DMG release around the corner. What are the hopes for it?

 

Mine are Magic Items.

I would also like tips for designing your own  Battle Master Maneuvers and addtional maneuvers on dealing thing like on going damage ect

Curious to see lingering wounds and any other system they have, called shots, massive damage, and critical hits chart if any.

 

Those are things I am curious about.

#2

Dunther_the_Great

Oct 23, 2014 14:52:51

Guidelines for content creation, for monsters as races/classes (particularly to support dragons as PCs). Various gmaeplay rule modules to tinker with.

#3

edwin_su

Oct 23, 2014 15:14:44

Dave2 wrote:
#4

draegn

Oct 23, 2014 15:18:13

I would hope that it doesn't fall to pieces as the PHB and MM are doing on the shelves at the local bookstore that finally got a few to peruse.

#5

CCS

Oct 23, 2014 15:42:31

That I'll have time to read it before Jan.

(since it was delayed until Nov.28 - wich is A) Black Friday @ Retail here in the USA, B) as I am retail, smack in my absolute bussisiest time...  thanks WoTC!)

(Reply to #5)

Azzy1974

CCS wrote:
#7

Azzy1974

Oct 23, 2014 17:01:13

Monster/race/class/subclass/spell/etc. creation guidelines, random encounter tables, rules modules, treasure & magic items, DM guidelines, traps, conversion guidelines, and more stuff.

#8

seti

Oct 23, 2014 18:27:53
  • Building classes
  • Building races
  • Building monsters
  • Magic items (of course, we know this is there)
  • Conversion stuff for all previous editions*
  • Traps, environmental/terrain effects
  • Spell creation, crafting, alchemy
  • Totally open math and design for supreme hackability
  • More cool art (of course)
  • 'Dials' for tweaking game mechanics up and down (ie: XP, HP, monster CR, damage, Natural/Magical healing, recovery rates, down time stuff, etc.)
  • Newbie DM advice (of course)
  • Inanimate object HP/AC. (ie: how much damage walls/doors/grates/etc. have to take based on volume and material...)

 

*Simple formulae for using creatures, published adventures, some splatbooks, setting books, items, etc. in 1e, 2e, 3e, and 4e. (ie: a chart for using/converting THAC0, a chart for using/converting F/R/W defenses, more tactical combat detail, etc....)

#9

Elfcrusher

Oct 23, 2014 19:59:48

Honestly I can't think of anything.  

 

Yeah, it will be fun to read through the magic items, but I bet it will be all the same ones I stayed up reading with a flashlight in '81.  And I'd rather make them up myself anyway.

 

Everything I want....more subclasses, backgrounds, and feats...will be in player supplements.

 

Other than that it's settings and adventures.

 

I guess if wishes were fishes I would wish that instead of just being a catalog of magic items the DMG would include a system for DMs to design their own magic items. You know, you pick a type, choose the powers, choose the restrictions, and...voila...it tells you what the recommended level is.  Or something like that.

#10

Psikerlord

Oct 23, 2014 23:35:44

1. Magic items

2. Optional rules about healing, lingering wounds, tactical combat modifiers besides adv/disad

3. A big fat paragraph about the DM is the rulebook, the books are guides

4. Random treasure tables

5. Monster tweaking - adding levels of classes or other modifications.

6. Traps. Example traps. Optional rule about making a trap "stealth" check vs passive perception, rather than current auto-detect/fail scenario by comparing one DC with the other.

7. Stuff for PCs to do between modules - build castles, attract followers, etc

 

That's pretty much all i need from DMG. I am not interested in converting from prior editions, making my own classes/spells/items, firearms, guides for newbies (athough I appreciate that has to be in there) or formulas/math behind certain design decisions.

#11

rampant

Oct 24, 2014 0:55:36

Called shot rulles that don't rely on mucking with accuracy. 

 

Crafting, companion, and leadership rules that don't overwhelmingly favor castors.

#12

Sands666

Oct 24, 2014 7:30:47

I want the DMG to be the mother ship of this edition 

 

Content:

  • magic items galore
  • monster templates for NPCs
  • class templates for NPCs
  • movement rule math chart for all creatures
  • poison lists
  • practical material rules (like BUILDING materials, and not just regular medeival stuff, but alternative stuff like sand stone, brick, steal, alien goo walls.. okay not practical but still cool)
  • rules for having PCs advance into political rule
  • charts for random world or kingdom events (like the Cyclopedia had)
  • more DOWN TIME activities (like building a fortress, or wizard tower, or amassing an army)
  • town and city building guides
  • world building guides
  • fortress building guides and the people who go in it
  • NPC creation rules and story ideas, maybe random motive charcts etc
  • large scale combat that includes optional rules for terrain, power and tactics etc

 

Creation rules for:

  • magic items
  • spells
  • races
  • sub-classes
  • full classes 

 

Optional Rules:

  • Alternative Critical Hit rules
  • Critical Fumble rules that account for all the rules that allow characters to re-roll 1s in the game
  • Alternative ways to play without hit points for a grittier game
  • Advice for running campaigns with evil characters

 

 

#13

Rastapopoulos

Oct 24, 2014 10:36:24

Dave2 wrote:
#14

sleypy

Oct 24, 2014 11:26:09

Rastapopoulos wrote: