D&D (2024) I have the DMG. AMA!

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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.

“The People of the Hunting Lands (called Rovers of the Barrens by their neighbors) have a history of raiding the outskirts of Furyondy, the Bandit Kingdoms, Tenh, and Wegwiur, which hasn't won them many allies. The nomads' legendary dominance of the north has faded, as the forces of luz and the Horned Society wage steady war against them while raiders from the Hold of Stonefist prey on the Hunting Lands farther cast. Many of the Rovers' mightiest warriors-the Wardogs-have perished in battles against all these relentless foes.


The people of the Hunting Lands value a close connection to the natural world. They view nature as an entity to be respected, not controlled, and their myths and legends teach the value of accepting nature's bounty as a gift that evokes gratitude.


They wear clothes made entirely of animal skins, including belts, capes, robes, and slippers, and decorate their skin with paints and tattoos.”

Does this sound like what you’re saying?
 

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“The People of the Hunting Lands (called Rovers of the Barrens by their neighbors) have a history of raiding the outskirts of Furyondy, the Bandit King doms, Tenh, and Wegwiur, which hasn't won them many allies. The nomads' legendary dominance of the north has faded, as the forces of luz and the Horned Society wage steady war against them while raiders from the Hold of Stonefist prey on the Hunting Lands farther cast. Many of the Rovers' mightiest warriors-the Wardogs-have perished in battles against all these relentless foes.


The people of the Hunting Lands value a close connection to the natural world. They view nature as an entity to be respected, not controlled, and their myths and legends teach the value of accepting nature's bounty as a gift that evokes gratitude.


They wear clothes made entirely of animal skins, including belts, capes, robes, and slippers, and decorate their skin with paints and tattoos.”

Does this sound like what you’re saying?
Yeah, the "Rovers of the Barrens" were origonally a sort of Indigenous Native Amwrican stand-in...looks like they preserved that, but tastefully.
 

“The People of the Hunting Lands (called Rovers of the Barrens by their neighbors) have a history of raiding the outskirts of Furyondy, the Bandit Kingdoms, Tenh, and Wegwiur, which hasn't won them many allies. The nomads' legendary dominance of the north has faded, as the forces of luz and the Horned Society wage steady war against them while raiders from the Hold of Stonefist prey on the Hunting Lands farther cast. Many of the Rovers' mightiest warriors-the Wardogs-have perished in battles against all these relentless foes.


The people of the Hunting Lands value a close connection to the natural world. They view nature as an entity to be respected, not controlled, and their myths and legends teach the value of accepting nature's bounty as a gift that evokes gratitude.


They wear clothes made entirely of animal skins, including belts, capes, robes, and slippers, and decorate their skin with paints and tattoos.”

Does this sound like what you’re saying?
And, to put too fine a point on it, the OG Hreyhawk had some outdated 19th century-ish ethnography...doesn't look like that has made it's way in.
 

Are the tables for magic item special features still there? It was one of my favorite things from the 2014 DMG.
Yes, they are!
I can't recall specifically for the 5e DMG, but it's been frequent advice to limit access to defensive items for the players, because they all are sporting +3 plate and +3 shield, it becomes hard to balance. Feeling of invulnerability can reduce tension etc.

Anyway, it now seems to be that making defensive items, like a staff that cast Shield 6 times a day, fairly trivial. Am I right to be concerned?
I don't know. I'm not sure why you'd be concerned, really - do you have players that don't Play Nice with Others? I mean, there's RAW rules about that. If it's a problem, tell them "No." (I'm not sure that it's anywhere near as easy as you describe - I haven't read the magic item creation rules yet).
 

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 haven't seen it, but it's a big book - I haven't had time to read it all yet. I'll try to remember to let you know if I spot anything.
 

I can't recall specifically for the 5e DMG, but it's been frequent advice to limit access to defensive items for the players, because they all are sporting +3 plate and +3 shield, it becomes hard to balance. Feeling of invulnerability can reduce tension etc.

Anyway, it now seems to be that making defensive items, like a staff that cast Shield 6 times a day, fairly trivial. Am I right to be concerned?
I somewhat snarkily answered you earlier, but to take your concern seriously, I did some looking it up - and I'm not sure that I understand what you are asking. I don't know how you'd make a staff that casts shield six times a day - at least not that I can find. The only crafting rules seem to be all about crafting magic items that exist within the book (IE making yourself one of these) and there is no "Staff of Shield" - you'd need your DM to create THAT as a homebrew item (which falls under the DM's purview) and if the DM didn't want you to have that, why would they create it? I still stand by my "tell them 'no'" comment, if I've softened a little on my taking your concern seriously. Sorry if I seemed to blow you off, there. Er. So to speak.
 


I somewhat snarkily answered you earlier, but to take your concern seriously, I did some looking it up - and I'm not sure that I understand what you are asking. I don't know how you'd make a staff that casts shield six times a day - at least not that I can find. The only crafting rules seem to be all about crafting magic items that exist within the book (IE making yourself one of these) and there is no "Staff of Shield" - you'd need your DM to create THAT as a homebrew item (which falls under the DM's purview) and if the DM didn't want you to have that, why would they create it? I still stand by my "tell them 'no'" comment, if I've softened a little on my taking your concern seriously. Sorry if I seemed to blow you off, there. Er. So to speak.
See the new enspelled staff item. That's how you get a staff of shield.
 

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?
Oooh. Good one. Let me check.

Huh. I think the rules we are looking for will be found in the Monsters Manual, because the section here only goes over "refluffing" (my word, not theirs) one monster statblock to represent somethign different. For example, they suggest using an Ogre for a particularly tough Human Bully (by making it medium sized), or taking a Black Pudding and raising its INT & CHA to 10, to make a "sapient alien" creature.

So it's more like minor modding, rather than full creature creation rules.
 


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