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| #1moes1980Jul 25, 2014 22:39:31 | The DMG is a book that is a bit of a ways off and needs and is still being worked on so I thought I would start a thread on what we might like to see in it. Here is what is likely to be in it that I can remember, in addition to the normal stuff like magic items, encounter buildings, etc.-
-mass combat rules (if not in the PHB) -optional rules for grid based combat -optional rules for shooting into melee -optional rules for magic item creation -optional rules for using THAC0 instead of ascending AC -Optional rules for XP and Leveling pace -Possible optional rules for handling magic (not sure about this one) -Rules for toolkiting-i.e. creating your own backgrounds, classes, monsters, magic items, spells etc. -Optional rules for rates of natural healing
Not sure if I missed anything. My question though is, what would people like to see added in there that is not already known to be included? I will start with my request: critical hit matrix tables. I would like to see a short tabe that maybe uses a d12 or d20 that gives status results for bludgenoing, slashing, piercing, necrotic, radiant, force, and elemental damage.
It would be mostly minor things but with a lot of flavor. For example, you crit with your warhammer so you roll a d12 on the bludeoning table and maybe get something like "stun target for one round" or "knock target prone" or "break target's weapon/cripple natural attack which heals after a long rest or restoration spell." A necrotic attack could maybe do something like "weakn's target and takes disatvantage on the next attack roll, ability check, or strength based save" and radiant could have things like "blinds target for one turn." They don't have to be necesarily violent things like gourged out eye or severed limb, and the condition only needs to last for about a round for most results.
Second thing I would like to see is rules for building castles and kingdoms, thieves guilds and holy temples during down time. What other ideas do people have?
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| #2Mephi1234Jul 26, 2014 5:04:10 | Alternative magic systems, like the Power Point system, will be in the DMG. As will the "evil subclasses" like the Evil Cleric and Blackguard (why no evil ranger or druid subclasses?). |
| #3UskglassJul 26, 2014 5:44:48 | I can just say what I'd like to see in the DMG: basically lots of options. Fo instance: - Healing system - Health system - Attacks in place of saves for spells - Alternative resource management systems - Optional systems for social interaction and exploration
To be honest, I feel DMG books traditionally have been mostly a waste of space (with few useful bits in the middle of lots of bloat to justify the page count). I think that providing actual systems in there to choose from would go a long way towards making it a valuable offer. |
| #4BoldItalicJul 26, 2014 5:53:42 | Conversion guides for running modules written for earlier editions. I think that's been promised. |
| #5masterfat78Jul 26, 2014 6:41:14 | Some things I want in the dmg. 1: a weapons mod( I get a feeling that I wont see this) 2: a armor mod(more likely ) 3:henchmen and companions mod(with different types for different classes) 4:mass combat mod Im sure there will be more that I add when I think about them. |
| #6setiJul 26, 2014 11:33:44 | I just want tons of options/rules mods. Conversion charts/rules for ALL editions would be nice. ie: making saves F/R/W defenses, so attacker always rolls d20.
I don't know if the MM will have rules for making monsters, if it doesn't, then obviously, the DMG has to.
The PHB seems to have nothing on building classes, races, or backgrounds, so again, the DMG has to have that.
Magic items and magic item creation has to be in there too.
Grid combat, world-building, dialing everything up and down, etc...All that has to be there...
Rules for something like skill challenges/non-combat encounters should be there.
I'd love it if Mearls and Co. surprised us with psionics, but...Probably not. That seems like something that'll be in its own book, or a PHB 2, or not at all...Depending on business stuff; like sales, etc.
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| #7Theridion1Jul 26, 2014 20:58:55 | Very simple. I want an adventure guideline. I.e. a system for distributing challenges of monsters, xp, and treasure in some homogenous way. That way adventures made using those guidelines can be easily quantified and traded between groups. I.e. a guideline for challenge level, encounter number, a ranking for magic item level (perhaps a system for dispersion). This to replace the typical "3-4 adventurers level 5 or 6" that we see in adventures. Some consistent system to make and self oublish adventures with quantified descriptors that have dmg guidelines: "4 characters, level 6, 12 encounters, 10+ adventure days, 2100 xp apiece, medium magic item quantity, monster challenge difficulty: challenging" |
| #8PyromanticJul 26, 2014 21:04:26 | I believe we're expecting an option to use skill dice in place of proficiency bonuses, which I don't think has been mentioned yet here. |
| #9AriKanenJul 26, 2014 21:15:32 | Based on this other thread in the DM Forum about meta gaming, I think it would be interesting, but unlikely, if there was a philosophical section about metagaming. Addressing both formal (organized play) and informal groups, and how to work with this aspect of the game. I don't think there should be hard rules for it, but I think it's something that all DMs struggle or tinker with in various ways throughout their games, but I think its an important subject that can really enchance a DM's ability to challenge there players, and help show the spectrum on DM fiat.
Part of what I think the DM's guide should do is inspire players to DM. I really think this will be the main way WoTC grows their player base.
I also think it should help DM's become better DM's not by (just) giving them more rules, but also strategies to improve their game. Create and balance tension. How to start thinking like game designers themselves. It would be amazing if they started to reveal the underlying mechanics and how these mechanics were built to create the feeling of tension and drama they were intended to create.
Again, this is unlikely, but I think putting some of this into the DM's guide instead of an article on the website or behind a paywall, would greatly improve a DM's game, and help them understand their own relationship to it, as a game and as a conduit for having fun.
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| #10The_JesterJul 26, 2014 21:31:57 | I imagine it will be 50% subsystems, hacking, and customization, 25% basic rules for running! and 25% advice for new DMs.
But they might pull the advice for more subsystems and rules modules. Mearls was talking about doing that on the website, building a repository of articles. As good advice for DMs is system agnostic so they could host that longer and make it available for all gamers. And blogs have really stolen the thunder from the DMG as a necassary receptical of advice.
But, really, they could start that at any time. They could do that right now, and it would be useful. They should have been doing that for years and had the articles ready for launch. |
| #11AriKanenJul 26, 2014 22:06:32 |
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| #12PsikerlordJul 26, 2014 22:41:59 |
Theyvesaid there will be a lingering wound module Also yes a skill dice module has been confirmed
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| #13Sword_of_SpiritJul 28, 2014 14:46:30 |
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| #14Emerikol.Jul 28, 2014 18:30:10 | They have said that they will have sections on how to make the game more like a particular edition. So more like 1e or 2e or 3e or 4e. I'm guessing some of this will overlap with other modules that will simply be referenced in the appropriate section.
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