I really wish (and I know I'm in the minority) there was a 4th book with magic items and similar things, but whatever.....
Watching the video....
I'm interested in the adventure format that they think we'll like....the adventures are half a page (most of them). That's going to be either amazing, or not helpful. The maps are black and white, can't wait for how boring they are on Maps.
tables of adventure hooks (meh, I'm not sure I love tables and not actual advice/paragraphs), but maybe I'm underestimating this.
They are staying true to Greyhawk being open and less detailed so the DM can make it their own. Focused on the city and the regions, not country by country. Overall threats and themes (I like this).
Bastions: the UA rules are a glimpse of what to come, they took the feedback and updated it. Optional. Not every campaign will use this (seems like an odd thing to give a chapter, if many won't use it.......). Built on strongholds as an idea....can start at level 5 under these rules. Sorry, skipped ahead, I just don't need to hear about this right now....
More variety in magic items. Prices are more clear (meh, the DM controls the loot, they should set the price). Crafting rules, as we know. I'd like rules for items that grow with the PCs in power (certainly over Bastions).
Lots of art showing places, not just bad guys, so we get a fuller view of the multiverse and to inspire us. (good stuff IMO). The cosmology includes the planes and worlds, and more useful information about these places.
Tracker sheets for tracking progress and important information (come ON, give us a dang tool to run our campaigns on DNDBEYOND, like World Anvil only user friendly). I think these would be great in a world where we weren't online all the time......I guess I could print them out and forget to look at them? I admit a session planner sheet would be nice.....again, give me tools online!
Real life advice stuff, which would be nice for a new DM, IMO.
How to run a game is about how to run a FUN game (I like that idea, hope they pull it off, rather than how to run the game by the rules). Adding running interaction or exploration is new for the DMG. Shorter than running combat.....How to run a long journey (not just encounters, but stages of the journey as a narrative and obstacles to over come those).
Chapter 3, very situational (traps, disease, curses, hazards, "fireball fungus" etc.).....things that we need to know about. An encyclopedia of things that can come up in play.
Watching the video....
I'm interested in the adventure format that they think we'll like....the adventures are half a page (most of them). That's going to be either amazing, or not helpful. The maps are black and white, can't wait for how boring they are on Maps.
tables of adventure hooks (meh, I'm not sure I love tables and not actual advice/paragraphs), but maybe I'm underestimating this.
They are staying true to Greyhawk being open and less detailed so the DM can make it their own. Focused on the city and the regions, not country by country. Overall threats and themes (I like this).
Bastions: the UA rules are a glimpse of what to come, they took the feedback and updated it. Optional. Not every campaign will use this (seems like an odd thing to give a chapter, if many won't use it.......). Built on strongholds as an idea....can start at level 5 under these rules. Sorry, skipped ahead, I just don't need to hear about this right now....
More variety in magic items. Prices are more clear (meh, the DM controls the loot, they should set the price). Crafting rules, as we know. I'd like rules for items that grow with the PCs in power (certainly over Bastions).
Lots of art showing places, not just bad guys, so we get a fuller view of the multiverse and to inspire us. (good stuff IMO). The cosmology includes the planes and worlds, and more useful information about these places.
Tracker sheets for tracking progress and important information (come ON, give us a dang tool to run our campaigns on DNDBEYOND, like World Anvil only user friendly). I think these would be great in a world where we weren't online all the time......I guess I could print them out and forget to look at them? I admit a session planner sheet would be nice.....again, give me tools online!
Real life advice stuff, which would be nice for a new DM, IMO.
How to run a game is about how to run a FUN game (I like that idea, hope they pull it off, rather than how to run the game by the rules). Adding running interaction or exploration is new for the DMG. Shorter than running combat.....How to run a long journey (not just encounters, but stages of the journey as a narrative and obstacles to over come those).
Chapter 3, very situational (traps, disease, curses, hazards, "fireball fungus" etc.).....things that we need to know about. An encyclopedia of things that can come up in play.