D&D 5E WotC to increase releases per year?

TwoSix

Dirty, realism-hating munchkin powergamer
In a specific setting.

Not as the generic design of the races. Loads of settings, maybe even the majority, are incompatible with making that sort of thing "factually the case". The issue is people wanting it to be true in the MM, not in a specific setting.
Yea, I agree with this. The PHB and MM should be about creating and establishing the tropes of D&D, not specifically spelling out an origin story. Settings can have canonical elements, but the core should always be presented as a malleable toolkit.
 

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delericho

Legend
There's a world of difference between how gold-awful, mechanically inept, flavorless, and drab the 4e MM was and the quality of the 5e MM.

While the problem isn't as bad in 5e (or, previously, in 3e), it's not non-existent. Later monster designs are, unsurprisingly, better than the earlier ones.

(Of course, it's possible that my opinion is exacerbated by having spent a year running "Storm King's Thunder". Giants are a particular exemplar of the problem - too many hit points to be dispatched quickly, but too lacking in magic or other special abilities to be interesting for long. And while they provided a few additional options for them in that book, they really didn't help much.)

I would find books re-issued but with tweaks to be extremely alienating and discouraging. Far better (for me) would be a Monster Manual Expanded kind of book, with new options for the classics that don't overwrite, but rather expand, monster options.

I have both the MME volumes, and for the most part they're really good products. Where they fall down is that they tend very strongly towards higher-CR variants of the various creatures. But I'm yet to see a campaign reach double-figure levels, so my use for such creatures is minimal.

But a book like that but with variants of the same CR as the 'normal' versions of the creatures would certainly help.
 
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Scribe

Legend
I think literal truth being available to folks in a D&D setting is interesting. We already know what it looks like when people don't know but believe they have some magical origin -- that's the real world. But how actual knowledge of who created your people and why, and what that means for both your individual life and your society, is definitely going to something worth exploring.
Absolutely one of my favorite hooks in the setting.

The gods are real. The creation myths are not whole fabrication.

Disregarding that is one of the worst things I can imagine for how the setting functions.
 

I always assumed that Volo's was FR specific and therefore gnolls as described (literally created by a demon) is just one possibility and only matters to FR. I like the concept, and even though Yeenoghu doesn't exist in my campaign world, I used roughly the same concept.

Then again, I take all the entries from the MM as just the default starting point, any entry in the book should be modified for a specific campaign world if you want.
It's not FR-specific. 2e and 3e material set in the Shining South and neighboring lands had gnolls as regular humanoids who had worshipped Gorelik before Yeenoghu came along and persuaded most of them to follow him instead.

Volo's leans heavily into FR lore only in the giants section.
 

Bitbrain

Lost in Dark Sun
Reply to Opening Post.

If they are going to increase the number of books released, I just hope they get a Wanderer’s Guide to Athas out by the end of next year at the latest.
 

tetrasodium

Legend
Supporter
Epic
It's a weird situation. In D&D, the gods, by default, literally exist and can even be met in person via planer travel. So the myths, or at least many of them, about them should be at least partially true. But, as you say, there are other problems with that: if you have a world where you can't meet the gods, if you don't want certain gods to exist, if you don't want the gods to have active influence in the world, or even if you don't want humanoids to ever be even "Usually Evil." So yeah, it's an unfortunate mix.
Depends on the setting, that too is setting specific. It's pretty much explicitly not the case in eberron It's more vague there but not really true in darksun either. Ravenloft delights in taking away & generally interfering with your ability to reach out to them or engage in planar travel like that.
 

Faolyn

(she/her)
Depends on the setting, that too is setting specific. It's pretty much explicitly not the case in eberron It's more vague there but not really true in darksun either. Ravenloft delights in taking away & generally interfering with your ability to reach out to them or engage in planar travel like that.
Well, as I said, that's the default, which is why spells such as plane shift and commune exist. Eberron, and certain other settings, are not the assumed norm and those settings take pains to make sure you know it's not the norm.
 

tetrasodium

Legend
Supporter
Epic
Well, as I said, that's the default, which is why spells such as plane shift and commune exist. Eberron, and certain other settings, are not the assumed norm and those settings take pains to make sure you know it's not the norm.
That's the thing though, "the default" presented by core books like the phb & mm needs to be more than "in forgotten realms & planescape" or they need to be put out as setting specific books like "xyz campaign setting"
 

Dire Bare

Legend
I always assumed that Volo's was FR specific and therefore gnolls as described (literally created by a demon) is just one possibility and only matters to FR. I like the concept, and even though Yeenoghu doesn't exist in my campaign world, I used roughly the same concept.

Then again, I take all the entries from the MM as just the default starting point, any entry in the book should be modified for a specific campaign world if you want. 🤷‍♂️
Volo, or Volothamp Geddarm, is most definitely a character from the Forgotten Realms. However, "Volo's Guide to Monsters" isn't a Realms-specific book, the lore presented is core 5E D&D. The book certainly has a healthy dose of Realmsian flavor.

Of course, your general approach is the sensible one, if you like the "core" lore presented, use it. If you don't, or just have a idea more to your liking, change it.
 


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