D&D (2024) I have the DMG. AMA!

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If the DMG doesn’t provide me those alternative examples with potential variant rules for them, I don’t think I’d know that such a thing would even be possible.
Huh. I'm honestly not sure why you'd need it to do so to let you know what's possible - though I get why you might like it to help you achieve certain things.

It took me stepping away from 5e to learn how to actually run modules well and pace the game better, and that older editions had so many more tools to offer for running the game.
I'm not sure that I agree that older editions had more tools, but I respect your right to feel that way.

I miss them and wish they’d show up for new DMs.
That, I think, is totally fair.
 

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I’m not that old and have nothing particular against Gen Z, just that D&D in particular becomes more video-gamey/anime/Marvel over time and further away from its wargaming and literary roots. I don’t have to like it, and the older I get the less I enjoy fast-paced, over-the-top, skip all the “boring parts” Marvel-style games that don’t take their time to develop in-world.

Bit strange to bring up Marvel as an example of moving away from world building.

Movie franchises used to be 3 movies but Marvel has created this huge long series of countless movies and TV shows to enable extensive world building.
 

Okay, I now have a digital copy, too - and that makes it MUCH EASIER to reproduce specifics.

So, within the bounds of "Fair Use for Discussion Purposes" what would you like me to cut-and-paste for you to check out the actual wording on?
Encounter building guidelines and some of the advice related to rests. Guidelines for magic item creation by PCs, both via bastion or without.
 

And of course that time pressure is way easier to implement if it needs to be over a week, and not over a day. Like not everyone wants their game to be constantly like the 24 TV-series.
24 was (in theory) in real time. D&D is not. It takes exactly the same time for the DM to say “a week passes” as “a day passes”.
 

Good post. I get that constant negativity can be tiresome too, especially if it comes from people who do not seem to have an actual interest in the game like it is often the case here. I just don't think forced positivity is much better. And I assure you, my complaints come from a place of love. 5e is trivially my favourite edition of D&D, so I do care about it a lot.

And I am exited for some of the new stuff. For example whilst I have my reservations about some aspects of the execution, I think the bastions are a really cool thing, and I would be interested in implementing them into my campaign.

But I am worried of the game becoming less of tool box for creating your own thing and more about one fixed way of doing things. And even some people who dismissed my criticism did it via assuming that customisation would return in future publication. So whilst I don't know whether WotC pays much, or any, attention to what we talk about here, if there is an even tiny chance that people here saying that they miss the customisation would make an appearance of such publication more likely, then I think it is worth it.
Likewise, great post, and I appreciated this background on your thinking behind your posts. Much of what you just wrote I agree with. In fact, just a few posts up, before you wrote this, I was remarking that knowing what books Wizards were planning to publish in the net 3-5 years could help allay some concerns...not that I expect them to do that or that doing so would be reasonable (to announce a book before it is definitely going to be published would simply invite criticism if things changed and it is not published). It's nice to know the 2025 slate for now.
 

Maybe I'm weird. but I think 5e has a big strength.

That is how the core system allows for a lot of flexibility. So that entire books of optional rules would be possible, and would work. You can see this if you just start hot-swapping in aspects of 5e forks, such as ToV or Level up. You can, essentially, just make your own system in a plug and play fashion.

Sly Flourish talked about this at one point, where he just swapped features from ToV into his game, and it just worked. In his case it was, if I remember correctly, mainly the Luck system. And I think doom, but I could be wrong.

I, personally, use aspects of all of the above mentioned forks and the 2014 version. And I sympathize with those who have lost a variant rule that they used to the void as players, largely, migrate away from and forget about the 2014 version.

I find it very sad that WotC seems to be moving away from the modularity that was the system's strength and towards mechanical depth that a dozen others systems do better.
 

Huh. I'm honestly not sure why you'd need it to do so to let you know what's possible - though I get why you might like it to help you achieve certain things.


I'm not sure that I agree that older editions had more tools, but I respect your right to feel that way.


That, I think, is totally fair.
I’d really, really like to see monster templates return in a significant way. We’ve got a few, but they’re an afterthought. And just my own personal feelings, but I miss the way that magic used to feel. Maybe it’s rose-colored glasses, but there were just so many spells that had so many varied effects. They were so very specific and niche, but I find it better than the “just flavor your spells” approach. Sticks to Snakes, please! As someone who loves to play a wizard, the default combat approach is often “I cast Ray of Frost” because it’s free and impactful, but not the most flavorful choice.
 


Bit strange to bring up Marvel as an example of moving away from world building.

Movie franchises used to be 3 movies but Marvel has created this huge long series of countless movies and TV shows to enable extensive world building.
It’s more about pacing than world building. Everything’s gotta go fast and be quippy or you’ll lose audience attention because attention span is so short and expensive now.
 


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