• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D (2024) Take A Closer Look At The 2024 Dungeon Master’s Guide

WotC shares video with a deeper dive

Wizards of the Coast has just shared a video delving into the upcoming One D&D Dungeon Master’s Guide, due for release in 2024.


Scroll down to post #4, below, for a more detailed text summary!
  • Chapter 1 -- basic concepts
  • Chapter 2 -- Advice, common issues
  • Chapter 3 -- Rules cyclopedia
  • Chapter 4 -- Adventure building
  • Chapter 5 -- Campaign building
  • Chapter 6 -- Cosmology
  • Chapter 7 -- Magic items
  • Chapter 8 -- 'A surprise'
  • Appendices -- maps, lore glossary
 

log in or register to remove this ad

MNblockhead

A Title Much Cooler Than Anything on the Old Site
I wish Chris would drop the goofy looking black baseball cap. It hides some of his face and just looks silly.
It's been his look since as long as I've been watching him. I don't remember him ever not wearing a baseball cap. Not sure what is goofy about it. It's just a baseball cap.

It never bothered me in the slightest. I am guessing it is like vocal fry or men wearing capri pants. It just annoys the hell out of some people. I guess I can get where you are coming from in that I find people that wear sunglasses constantly, day and night, indoors or not annoying, but only a bit. Not enough to not be able to watch an interview.
 

log in or register to remove this ad


Chaosmancer

Legend
I answered some of this earlier here in post 339In the past players made characters that required other players at the table to fill in for their gaps needs & weaknesses while the monsters were designed to require some level of magic item gains or even magic item churn. That mechanical pressure is no longer present.

Right, I got that, but here is the problem. That was a bad thing. That led to "you showed up late to the session, so you play the healer" a meme that is based in truth, because it was a role that mechanically needed to be filled, but was so undesirable that no one actually wanted to play the role. You want to revert class design to something that was specifically called out as a problem, and hope that that solves this entirely unrelated issue.

After all, set this up, require each role be filled by specific classes to cover their weaknesses.... how does this affect the first player to show up, with a fully formed character, who is unwilling to cooperate with you or anyone else? They have just claimed the first of the roles, and everyone else is forced to conform to them, so your stated issue has no bearing on this conception of mechanical pressure.


Since that wasn't clear though & simply linking to the text of Chapter 1: step by step character creation on dndbeyond with an explaination lets look over it... step by step...

1. Choose a Race​

Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.
Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
Who cares how ( that race fits into the GM's world(if at all), you decide and move on to step2

2. Choose a Class​

Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.
Your character receives a number of benefits from your choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.
On your character sheet, record all the features that your class gives you at 1st level.

Level​

Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.

Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.

Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” later in this section).


Hit Points and Hit Dice​

Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).

At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit point maximum.

Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in the Adventuring section).

Proficiency Bonus​

The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:

  • Attack rolls using weapons you’re proficient with
  • Attack rolls with spells you cast
  • Ability checks using skills you’re proficient in
  • Ability checks using tools you’re proficient with
  • Saving throws you’re proficient in
  • Saving throw DCs for spells you cast (explained in each spellcasting class)
Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in "Using Ability Scores", tools in "Equipment.") Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.

Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.


Same problem as race but because lots of classes also have fluff so why would something session zeroish like this character creation stepwaste space mentioning how you should check with your GM before building a bunch of story off that. Continue on to step 3

So, the problem is that it doesn't say "Step #1: Get permission from your DM"? That is what you are saying. Because it doesn't say "Step #1: Get Permission from your DM" all players are immediately conditioned to never speak to their DMs about anything, never willing to compromise, never willing to ask questions. And if ONLY step #1 was "Get permission from your DM" then none of this would ever happen.

But that is false, a player's attitude towards cooperation isn't determined by whether or not step #1 is talk to the DM. After all, as I stated, it is FAR easier as a DM for me to work with someone who comes to me and says "I want to play an Elf" or "I want to be a Paladin" than it is for me to deal with someone who asks "What should I play?"

Determine Ability Scores​

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.


Ardently the GM doesn't even get a say on if 4d6k3 or pointbuy is the right thing for their game. Things like a different roll or modified pointbuy don't even need to be mentioned. Since it would truly be hard to have an alternate attribute generation method that is better than the elite array the GM is going to have an extra steep hurdle pushing through that nerf too... What possible reason could justify the PHB excluding the GM from this choice?

Because it isn't the DM's choice? Just like it isn't the GM's choice to have the players roll for HP or take the standard result.

But I find this a bit telling as well, you started this with calls for how players will never work with their DMs, will not collaborate... but NOW you are saying it is an "extra steep hurdle" to nerf attributes because players have a choice between rolling or point buy. That has nothing to do with collaboration on the story, and everything to do with the DM trying to control character creation to fit their vision.

4. Describe Your Character​

Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.
Using the information in the Personality and Background section, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. The Personality and Background section also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.
Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in the Personality and Background section, and might be willing to work with you to craft a background that’s a more precise fit for your character concept.
A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.

Your Character's Abilities​

Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.
For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.
A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.
A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.
A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.
A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.

There are a lot of problems here. BIFTS are a thing that should absolutely be worked out with the other players& GM at the table. Those are even mentioned in the TCOE section but written to the GM rather than players actually doing it.

Lastly literally every part of that last bit on backgrounds dives into building one or more aspects of the GM's world without even mentioning the GM or DM. That's a pretty big problem when the GM says "well the game is set in $setting & that's not going to fit" but the player has been told to just come up with all this stuff without speaking to anyone else because now there's a potentially excessive backstory that conflicts with the world in one or more ways that the player has grown deeply attached to

Why should what MY character cares about be something I talk to other players about? OR what about my character's ideals, why should I have to get those approved by the players? Why can't I pick them, then talk to the DM about them? Yes, talking about the character and their goals and personality is something that is useful to do between players and the DM, but you are acting like these are all things you need permission to do.

Again, this starts reading less like "I can't collaborate with my players because of these suggestions" and more like "I'm not being given explicit control over every part of their character and they are allowed to make decisions without my consent." Sure, maybe some player will abuse Flaws or Bonds and create something that is truly disruptive... but that is a very different thing.

5. Choose Equipment​

Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in the Equipment section.
Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class, as shown in the Equipment section. Extensive lists of equipment, with prices, also appear in that section. If you wish, you can also have one trinket at no cost (see the "Trinkets" table at the end of the Equipment section).
Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. "Using Ability Scores" has more information on carrying capacity.

Armor Class​

Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.
Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your character sheet.
Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in the Equipment section.
Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

Weapons​

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.
When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.
  • For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
  • For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
The idea that the GM might want to alter the available equipment is apparently so far into heresy that once again they are not even mentioned.

"So far into heresy"? Dude, what the heck? It isn't heresy. The game book assumes you use the game rules. That is pretty basic. If you want to drastically change the equipment list, you can, but it isn't something most people even do. And it wouldn't be something you need to tell every single player to consider when making their character,

6. Come Together​

Most D&D characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake.

Well it's a bit late to start thinking about this kind of thing given that the character has been entirely & fully created & nobody else at the table has even been mentioned. Up until this point the character has been 100% created in isolation without even pointers on when to talk to others at the table.
The post is getting a bit long responding to your very long post & changing gears so I'll continue in a second post.

Right, so even if these suggestions were as terrible as you want to claim, they still tell you to take that character and talk to your DM. Which means that all those things you are worried about, are things you can talk to the player about.

But none of this leads to players refusing to cooperate with each other of the DM. None of this applies to what you claim the problems actually are, they only apply to the players being allowed to make choices within the assumed baseline of the rules. Which... yes, the rule book assumes you use the rules. That's pretty obvious



Listen to what Brennen Lee Mulligan is saying here. Here's a quick & likely only partial transcript skipping a lot of like/um/etc "Lets just acknowledge that there's nothing you can do if the players don't care. At the end of the day I don't care how good of a GM you are, the players are the driving energy of the game. I truely feel that the weird thing about all of these tabletops as a GM is weirdly you're a one person greek chorus. "You're the supporting cast. The story has to follow what's happening out there. The weird analogy I always find is like when you're baking you'll find out what you didn't put into the mix in the oven. You find out way too late to toss it in.... I feel that way all the time when people make characters & they'll be like 'It's not clicking for me, there's something that happened this session that wasn't fun for me' It has nothing to do with this session... You made a character with no connection to the world they are fun... Or you made a character who has no history.. I don't think you need all the backstory in the world... What backstory is there to do is give you trajectory, where you are coming from informs where you are going & it's the going that's essential. People will be 'I don't need a backstory' cool where's your momentum coming from, how are you moving? Cause if you start with someone who's like 'what's up?! 'I have a class & spells & magical gear literally no desires & no attachments'.. buddy that's enlightenment I don't know what to tell you. You're actually done you win, you beat the game. You have no attachments & no desires? You have no goals? No enemies or friends? "

He continues from there but immediately before all of that is a bit from Matt Mercer talking about how he sends out questions & such to his players to back door in some backstory & such that he can use, but that was what led into Bleem got started talking about how you can't do anything as a GM if the players don't care. They can not care by not bothering to put much (if any) thought into their answers & obviously won't remember the answers when they come up. They can not care by immediately forgetting those answers only to decide to go back tabula rasa without talking to the GM (or anyone else) on the side.

None of this applies to your problem though. None of it.

Your stated problem is a player who is a diva, who wants to be the spotlight character who has made a character and backstory without asking anyone else what is going on. That isn't a character like what Brennen is talking about. Your problem is someone who cares too much, someone who is too invested in an idea, not someone who doesn't care at all.

And your entire problem is this "doing character creation in isolation" and Mercer's is something Brennen says "I love that" to, because the point Mercer makes is that even if you don't have time to sit together in the same room and do a session zero, send a questionaire to your players. Not to inform their mechanical roles in the party that all must fill, but to CREATE that backstory you are so afraid of. One of Mercer's questions was "What is something you regret from your childhood?" This could easily fit into the structure of BIFFT's and what did you say about those? "every part of that last bit on backgrounds dives into building one or more aspects of the GM's world without even mentioning the GM or DM.That's a pretty big problem when the GM says "well the game is set in $setting & that's not going to fit" but the player has been told to just come up with all this stuff without speaking to anyone else because now there's a potentially excessive backstory that conflicts with the world in one or more ways that the player has grown deeply attached to"

But Mercer never talks about those questions leading to that problem... because they won't. If someone says that their childhood regret is stealing from the temple of Pelor, he doesn't face a crisis, he talks to the player. He communicates. But your position is that because the PHB doesn't say "step #1: Get permission from your DM" that that cannot happen, that the players will never cooperate. And this interview shows you are incorrect. Because none of these excellent DMs have that problem. And they are using the same rule set. So it isn't a rules problem. It can't be.
 

Chaosmancer

Legend
No you are trashing players like bob....

It's entirely possible for bob to care & want very much to care but not know how or from lack of confidence stemming from not feeling sure enough about how he can so easily do it like Alice. The PHB fails bob there though & I covered how in detail back in post 378.

Please stop trashing players like Bob by assuming anyone in his situation simply doesn't care or is some "self-absorbed lunatic" as it was phrased.

But Bob isn't going to come to Session Zero as a Diva who refuses to change and cooperate with the DM. In fact, if Bob is so socially anxious they aren't going to want to talk during a session zero, then when the DM gets to Bob and says "this won't work" then Bob is going to be more than happy to change it. Bob isn't going to go "No, you shall listen to ME! and MY desires!"

Because, again, THAT is what you originally called out. THAT is what you are saying the problem is. But Bob isn't that sort of player, at all.
 

tetrasodium

Legend
Supporter
Epic
Why should what MY character cares about be something I talk to other players about? OR what about my character's ideals, why should I have to get those approved by the players? Why can't I pick them, then talk to the DM about them? Yes, talking about the character and their goals and personality is something that is useful to do between players and the DM, but you are acting like these are all things you need permission to do.
Because it's a collaborative team game.

The extreme levels of main character syndrome you are expressing here is pretty toxic to collaboration & teamwork too
 

Hussar

Legend
Y'know it's funny.

Right now, today, I'm in the process of getting a new group up and running. So far, 4 new players, all strangers. They don't know each other and they don't know me.

First question EVERY SINGLE player asked? "What is everyone else playing?"

The idea that people make characters without considering the group is just so far outside my experience that I cannot imagine how it works. Of course you ask what everyone else is playing. And you ask the DM what the campaign is, so, you make a character that engages with that campaign. To be fair, that's done to varying degrees, but, the idea that I'm going to sit down, insist that I must play X character with Y background without any conversation with the group is baffling.

Maybe in a Adventurers League game? Where the characters really are made to be able to play with various groups? But, outside of that? Everyone understands that this is a group game. In 2023, given the HUGE number of collaborative/cooperative games out there, who doesn't know how it works? You'd have to live under a huge rock to not get collaborative/cooperative games.
 


Reef

Hero
Because it's a collaborative team game.

The extreme levels of main character syndrome you are expressing here is pretty toxic to collaboration & teamwork too
It just feels to me like you are white-rooming an absolute worst case scenario I would never expect to see. I can’t imagine having a group where:

1) no one talks to anyone ever before the game starts
2) no one has any idea this is a cooperative game (new players are probably being introduced by existing players, or heard about it through Critical Role or Stranger Things, both of which show it being a team game)
3) despite that, everyone shows up with completely incompatible characters, refusing to make any adjustments once they’re together as a group.

I mean, theoretically it could happen, I guess. But has anyone actually seen it? And if a player is the sort to stick their fingers in their ears and refuse to cooperate, they’re not likely to be the sort to take social advice from the book (no matter the PHB or DMG).
 

tetrasodium

Legend
Supporter
Epic
@Reef Why assume that all problems stemming from badly set player expectations & poor GM support in an area occur simultaneously at a particular table or are all present in only a single player at that table? It's hardly a stretch to have a player or two with differing or even the same problems plus another player who decides they should be taking notes after them & still more who don't want to get involved in the GM's problem because they just want to play a game?

Y'know it's funny.

Right now, today, I'm in the process of getting a new group up and running. So far, 4 new players, all strangers. They don't know each other and they don't know me.

First question EVERY SINGLE player asked? "What is everyone else playing?"

The idea that people make characters without considering the group is just so far outside my experience that I cannot imagine how it works. Of course you ask what everyone else is playing. And you ask the DM what the campaign is, so, you make a character that engages with that campaign. To be fair, that's done to varying degrees, but, the idea that I'm going to sit down, insist that I must play X character with Y background without any conversation with the group is baffling.

Maybe in a Adventurers League game? Where the characters really are made to be able to play with various groups? But, outside of that? Everyone understands that this is a group game. In 2023, given the HUGE number of collaborative/cooperative games out there, who doesn't know how it works? You'd have to live under a huge rock to not get collaborative/cooperative games.
IME it's wider than just the random open AL game joining crowd. That group is heavily pressured against it because the GM is completely shielded from the social contract by the nature of AL itself if they simply say a more diplomatically worded form of "no that's a dead end & I don't care because the adventure being run is over here[the mayor hired you guys to do $thing or whatever]." When it's not just AL games though the GM has less shielding for that kind of "railroading" & quantum ogre[dungeon] adventure prep can only go so far if one or more players start off with bad expectations about "story".

Usually it's well intentioned but horribly mislead players who come to the table already having decided what story* they are there to tell that requires shaping the world beyond their character & folks who expect d&d to be a self insert kind of thing where their PC is an avatar for the player. "It'S wHaT mY ChArAcTeR WoUlD dO!" gets a pass from

and it can be very difficult to spot the worst of it because it can look like the group has decided on a direction they want to go until it's too late & the GM starts taking blame for the result of roleplay terrorists & dictators.

*Often a main character in some work of fiction like a novel/anime/online freeform roleplay thing/etc.
 

Digdude

Just a dude with a shovel, looking for the past.
It's been his look since as long as I've been watching him. I don't remember him ever not wearing a baseball cap. Not sure what is goofy about it. It's just a baseball cap.

It never bothered me in the slightest. I am guessing it is like vocal fry or men wearing capri pants. It just annoys the hell out of some people. I guess I can get where you are coming from in that I find people that wear sunglasses constantly, day and night, indoors or not annoying, but only a bit. Not enough to not be able to watch an interview.
For one, it covers most of his face. I know nobody that wears a hat down that low. Plus, its plain black. At least have a logo or something on it. You can't even see his eyes half the time during the interview.
 

Remove ads

Remove ads

Top