jayoungr
Legend
Ravnica also spends more total pages on it than the DMG did, so you get the subject in more depth.This stuff was in the DMG, too, actually, just Ravnica gets more genre specific with it (Urban High Magic).
Ravnica also spends more total pages on it than the DMG did, so you get the subject in more depth.This stuff was in the DMG, too, actually, just Ravnica gets more genre specific with it (Urban High Magic).
Ravnica also spends more total pages on it than the DMG did, so you get the subject in more depth.
Okay then.
What are those holes?
Well, there are some DM's Guild adventures that exist, and you can grab those on the cheap. You could grab some old adventures and port those if you don't mid doing a little extra work. You could also approach the adventures already played in a different way or modify them, like running them as an evil campaign if you want to give that a try.What I have noticed...
1) Adventures. I don't know if I'm in a "supergroup," but trying to find an adventure that someone in our group hasn't already played is a real challenge. One player has done Princes of the Apocalypse, another Curse of Strahd, a third has done Out of the Abyss, etc. Having more than 2 or so adventures published a year would help alleviate this as well as giving the DM actual choices. (For example, if I don't want to run something set in hell because of someone's religious perspectives.)
I kinda agree with you there, but there's a thing where it's honestly pretty hard to both balance high level stuff and the fact that the adventure makers won't really know your party, and at that point, you have to know your party in order to challenge them.2) High level content. Most adventures stop at 11-13th level, and the bulk of content seems to focus on 1-5th level. I know you'll say that surveys indicate most people only play to 11th level, but having more content would help. Not only adventures, but also sourcebooks, crunch, and DM tips for running high level play.
Psionics are coming, just very slowly, because adding a whole new magic system takes a slight bit of work, and they don't just want to crab it out I imagine3) Psionics. An actual real print book about psionics - and maybe other alternate magic systems to pad the book?
I can see that, but it's honestly fairly easy to do that now, just a bit into monster design yourself. If you want some ideas, borrowing bits from other monsters (like giving a Red Dragon the Balor's fire aura thing) or giving monsters some class levels (like a Pit Fiend with Conquest Paladin levels) though I would be sparing with that.4) The combat and tactics book. The transition from 4e to 5e. The crunch to expand tactical play options. I'm regularly asked by my groups to beef up the tactical play in 5e. I'm nervous to do so as the game might shatter. Also something to add extra personalization to the monsters would be great. (Adding auras, legendary actions, "controller" abilities, etc.)
Yeah, that's one thing that needs fixing. I know some UA came out a while back, but that was a while back.5) Mass combat. (I know Matt Colville is addressing this in an upcoming Kickstarter, but WotC should have been leading the pack on this.)
Do you see what I mean? I feel like we're still missing some of what many of us would describe as the "core D&D experience" for 5e.
What I have noticed...
1) Adventures. I don't know if I'm in a "supergroup," but trying to find an adventure that someone in our group hasn't already played is a real challenge. One player has done Princes of the Apocalypse, another Curse of Strahd, a third has done Out of the Abyss, etc. Having more than 2 or so adventures published a year would help alleviate this as well as giving the DM actual choices. (For example, if I don't want to run something set in hell because of someone's religious perspectives.)
Nah. It's similar enough. My fiancee (who was the player who has been through CoS before) and I were asked to sit in as guests in another friend's Strahd game this weekend.Curse of Strahd is highly re-playable. It will likely play very little like it played the first time that player was run through it. It's also very easy to interconnect NPCs in new and interesting ways which further whatever paths your players go down.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.