And therein lies the conundrum.
The thing is... if I didn't already know a DMG with a whole bunch of fully playtested modules was going to be released in two months, I most likely would just use the PH as "the game" and then add in a couple house rules for things that really bothered me. But those house rules would be ideas I just guesstimated would be balanced and effective. So to know that perhaps better written, better tested, and better designed house rules that do the exact same thing could be appearing in the DMG in November is really gonna gnaw at me if I end up starting the game in September. Teaching my players some perhaps bad rules before getting them the better ones a couple months in.
Yeah, it's only two months and it'll be over before I know it... but still. I just conceptually prefer the idea of only needing to change the rules in the PH once and getting it over with for my players. But what can I do, ya know? C'est la vie!
The way I'm planning on doing it is running vanilla PH(B) for the first couple of months just to see how vanilla 5e plays. About the time the DMG comes out, I expect to know the system well enough to know what tweaks I'd want to make to it in the first place. And if there are things the DMG doesn't address, I'll add those in a few months after I get the DMG.
For me the timing of these books is good. If the DMG came out at the same time, I'd be tempted to fiddle with a bunch of options without really playing the base game much. Of course, I plan on playing 5e for years. A few months of just the base game doesn't seem too bad.
Thaumaturge.
I like that idea. Reminds me of Alternity, which isn't a bad thing.And my mind immediately went to further customization within a single character. For example an archery based fighter with a d10 prof die could trade using a d8 for melee attacks, but gain a d4 for stealth. I'm shooting from the hip here, but it seems massive customization would materialize. (And there is no reason this works any less with flat values, but dice just made it pop out in my mind for whatever reason)
Depends. Paizo handles this by having their adventure paths and smaller campaign setting books include player guides, which have a fair amount of adventure/campaign specific crunch. Crucially, possession of these books is required to be able to use the options for organized play.They seem to be going to the 2e sales model where the core books drive sales of campaign supplements, rather than the 3e model where supplements drove sales of the core books. Which is odd given that TSR nearly went under during the 2e days and WoTC made plenty of cash from 3e. The fact is that a group only needs one box set, usually bought by the GM, but everyone like to have their own rulebooks. I'm hoping they do well, but I think they may have backed the wrong pony.
I'm expecting to see options to buy a book, and then gain access to the book in their online tools.