D&D (2024) I have the DMG. AMA!

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I think the regions are very open ended in terms of details which I like.

Greyhawk itself and the immediate surrounding areas are detailed fairly well, while still leaving room for improvisation for the DM.

The Regions all get a couple of paragraphs that give big overviews on the area and some adventure ideas, plus a table of named locations and a sentence or two of them.

It’s good if you want a largely blank canvas to paint on but not exactly a detailed setting. And honestly I like it that way.
What does it say about the Flan, Sueloise, Oeridians, and Baklun?
 

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Aww, man! Well, I guess we'll have to go back to waiting for JC to issue some Sage Advice about it. In the meantime, I'll either make my own interpretation or stick with the 2014 stealth/hiding rules.
Maybe not in the DMG, but the PHB rules service their purpose well.

I now askwd for stealth checks before combat when they tried to be quiet.

Those who beat DC 15 (and passive peeception) gained advantage.
No enemy got disadvantage because a few PCs rolled terrible on their check.
 
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...They apparently share a "Three Day Rest" where if you do "nothing that would interrupt a Long Rest" for 72 hours, you have Advantage on all Saves against them. (Take it easy, man, you don't look too good.)...
That... is a good starting point for wilderness adventures. Not gritty like an entire week, in a dungeon/wilderness adventure good luck on 72 hours off no random encounter, but in a ciy/tavern easily doable.

May I ask if there are advices on rarity of spells? Making some available based on the campaign?
 


I have a powerful need to know in what ways the "Creating a Creature" CR table (p. 56 I think?) has changed. Not specifics necessarily, but what general trends do you see in changes to hit points and damage at each tier of play?
 

What does it say about the Flan, Sueloise, Oeridians, and Baklun?
At a quick glance I don’t remember much but there is this paragraph I do remember and have copied:

“BAKLUNISH NOMADS
The Chakyik and Wegwir -called Tiger Nomads and Wolf Nomads, respectively, by their neighbors- are horse riders of Baklunish descent who dwell on the steppes north of the Yatil Mountains and Lake Quig The climate in the steppes and pine forests range from cool to frigid. Both peoples maintain saltred trading outposts that welcome visitors from neighboring and distant lands. The stoppe nomads have a rich storytelling tradition that reinforces a strong sense of clan identity and family line within the clan. Their tales include stories not only of heroes within their clans, but also of heroic horses, and the nomads trace equine lineages as carefully as their own. These nomads maintain the traditions of their people, many of which can be traced back to the ancient Baklunish

The Buklunish nomads favor bright pastel colors in gowns and robes. When traveling or at war, though, they prefer more rugged gear of leather and hide.”

Please note my pictures are slightly blurry and I may have gotten some names wrong.
 

At a quick glance I don’t remember much but there is this paragraph I do remember and have copied:

“BAKLUNISH NOMADS
The Chakyik and Wegwir -called Tiger Nomads and Wolf Nomads, respectively, by their neighbors- are horse riders of Baklunish descent who dwell on the steppes north of the Yatil Mountains and Lake Quig The climate in the steppes and pine forests range from cool to frigid. Both peoples maintain saltred trading outposts that welcome visitors from neighboring and distant lands. The stoppe nomads have a rich storytelling tradi-tice that reinforces a strong sense of clan identity and family line within the clan. Their tales include stones not only of heroes within their clans, but also of heroic horses, and the nomads trace equine lineages as carefully as their own. These nomads maintain the traditions of their people, many of which can be traced back to the ancient Baklunish

The Buklunish nomads favor bright pastel colors in gowns and robes. When traveling or at war, though, they prefer more rugged gear of leather and hide.”
Nice and flavorful.

Not to speak for @Yaarel but they may be angling particularly for how the three "North Kingdoms" and the Pleasant Hunting Grounds also in the Noeth get described.
 

You should always be doing that anyway. :)
Yeah, I know. But I really just want to know how the WotC designers think their new stealth/hiding rules are supposed to work. I mean, there's literally been tons of digital ink spilled on this one forum alone discussing that topic. It's obviously not as clear as they intended it to be. A lot of us were hoping that the scanty rules for skills and such in the new PHB was because they'd just moved all that to the DMG, but it appears that is not the case.

I also know that JC isn't always clear in his answers and sometimes makes things worse than they were before. But I would still appreciate his insights as I'm a curious sort of person who likes to know why things are the way there are.
 

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