D&D 5E Planescape, Bigby, Phandelver and the Deck of Many Things: Covers & Details Revealed!

The covers of the upcoming D&D books — including Planescape, Glory of the Giants, and the Deck of Many Things have been revealed.

  • August 15th -- Bigby Presents: Glory of the Giants ($59.95)
  • August 15th -- The Practically Complete Guide to Dragons ($39.95)
  • September 19th -- Phandelver and Below: The Shattered Obelisk ($59.95)
  • October 16th -- Planescape: Adventures in the Multiverse ($TBA)
  • November 14th -- Book of Many Things ($TBA)

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Coming August 15th with two variants. Lore about giants, 76 stat blocks, feats, and a giant subclass.


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3 hardcovers in a boxed set-- 96 page guide to Sigil, 64-page bestiary, and 96-page adventure, along with a poster map and DM screen. Coming October 16th.


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224-page adventure for levels 1-12, poster map, 16 new monsters. Coming September 19th.


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66 illustrated cards, 192-page book with lore, character options, magic items, and monsters, 80-page card reference guide, all in a slipcase. Coming November 14th.​


 

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Then I don't know what to tell you. If you...

1. Don't like anything that has been made.
2. Don't like anything you can make.
3. Don't really know what you want(which is implied by hating anything that you make for yourself).

...then you either have to suck it up and play something that you don't like because you enjoy the rest of the game and/or socializing with friends, or play something else. I really don't see how the issue can be resolved unless you get really, really lucky with some future race that WotC or a 3rd party puts out.
it is that I can find nothing that bothers me like the thing is not there.
That's a bit beyond the scope of the game. RPGs can have therapeutic value, but by default it's just a fun game of mashing action figures together, so you generally just want to find a shiny action figure with some fun accessories and get smashing.
I meant that I can't seems to craft it myself as no one seems to be able to find the relevant axioms to start building with, not the therapeutic potential of dnd.
Perfectly fits is an unrealistic standard and really has nothing to do with 5e which is where this conversation started

Sure, but we can’t know what fits you

Ok, but there is a lot you haven’t seen to I’m sure. However, your first statement above suggest you might have unrealistic goals.

To be honest, you don’t need to know what make you tick to play an RPG. Try out different things and see if anything works.
if you only consistent factor in your life save disappointment and failure is not feeling like you belong or getting kicked out of things, one eventually comes to the conclusion that it is I with the problem not anyone else.

I can't even learn to role play properly it is driving me nuts.
 

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it is that I can find nothing that bothers me like the thing is not there.

I meant that I can't seems to craft it myself as no one seems to be able to find the relevant axioms to start building with, not the therapeutic potential of dnd.

if you only consistent factor in your life save disappointment and failure is not feeling like you belong or getting kicked out of things, one eventually comes to the conclusion that it is I with the problem not anyone else.

I can't even learn to role play properly it is driving me nuts.
Have you tried to find an online game? That may be a way to ease into it. My advice would be to play the game and not worry if you’re doing it “right” or if you have the perfect fit. D&D to me is about the community more than anything, but you need to play to enjoy that community.

Good luck!
 




Sigil and the Outlands are the core of Planescape. Without them it’s not Planescape
That is actually true. Just like without the other planes it's not Planescape. You need all of it to be the Planescape setting.

All planes except no Outlands or Sigil = not Planescape.

Only Outlands or Sigil and no rest of planes = not Planescape.
 


The Planescape setting is literally the multiverse. Are you really claiming that one city and one plane = the multiverse? This boxed set is no more the Planescape setting than the Sword Coast book was the Forgotten Realms setting.
The multiverse is the Setting assumed in the Core bo9ks: Sigil, the Outlands, and the Gatetowns are what Planescape a Setting and not just a monster Supplement.

I reckon we'll see the Outer Planes in thus Set, though, particularly the Bestiary and Adventure locations
 

That is actually true. Just like without the other planes it's not Planescape. You need all of it to be the Planescape setting.

All planes except no Outlands or Sigil = not Planescape.

Only Outlands or Sigil and no rest of planes = not Planescape.
I want a full gazetteer for the Great Wheel as much as anyone (honestly, probably more than most), but Sigil is the core of Planescape in a way that other setting-defining cites (Sharn, Waterdeep, Greyhawk) are not.

I can set an Eberron game in Karrnath, or Xen'drik, or Riedra and it's still an Eberron game, just as I could set an FR game far from the Sword Coast and it still be Forgotten Realms.

By comparison, while a planar game set entirely in Dis or travelling among the branches of Yggdrasil would still be planar, that wouldn't necessarily make it Planescape unless I went out of my way to work in Planescape themes and assumptions. Descent into Avernus isn't a Planescape adventure just because a large chunk of it is set in Baator instead of Faerun.

It is far more important that they make sure they get Sigil right in a product reintroducing Planescape to 5e than it is covering the entire Great Wheel cosmology, particularly given the page space limitations. I'd rather get a solid book covering Sigil and the Outlands than a mediocre book trying to cram the entire Great Wheel into 96 pages that also needs to cover character options and serve as a city-guide for Sigil.

Especially since a focusing on Sigil and the Outlands here doesn't render the possibility of getting a proper Manual of the Planes at some point down the road redundant, which trying to cover the entire Great Wheel would.
 
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I want a full gazetteer for the Great Wheel as much as anyone (honestly, probably more than most), but Sigil is the core of Planescape in a way that other setting-defining cites (Sharn, Waterdeep, Greyhawk) are not.

I can set an Eberron game in Karrnath, or Xen'drik, or Riedra and it's still an Eberron game, just as I could set an FR game far from the Sword Coast and it still be Forgotten Realms.

By comparison, while a planar game set entirely in Dis or travelling among the branches of Yggdrasil would still be planar, that wouldn't necessarily make it Planescape unless I went out of my way to work in Planescape themes and assumptions. Descent into Avernus isn't a Planescape adventure just because a large chunk of it is set in Baator instead of Faerun.

It is far more important that they make sure they get Sigil right in a product bringing Planescape into 5e than it is covering the entire Great Wheel cosmology, particularly given the page space limitations. I'd rather get a solid book covering Sigil and the Outlands than a mediocre book trying to cram the entire Great Wheel into 96 pages that also needs to cover character options and a city-guide for Sigil.

Particularly since that doesn't render the possibility of getting a proper Manual of the Planes at some point down the road redundant.
So, we've had Fizban's and now Bigby, covering dragons and giants: I could see a book like that covering, say, Fiends and their Realms.
 

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