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Class spell lists and pact magic are back!
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<blockquote data-quote="Clint_L" data-source="post: 9093054" data-attributes="member: 7035894"><p>Well, good news and bad news. Bad news: the MM is going to look pretty much the same, but bigger. I'm okay with this; I think the real issue isn't with the monsters, it's with the lack of guidance on running monsters, as you point out. Which brings us to the good news: the DMG <em>is</em> basically getting a ground-up redesign, from what we've been told. The shredding part is up to you.</p><p></p><p>EDIT: The DMG is by <em>far</em> the update I am most looking forward to, though with healthy caution so I don't get my hopes up too far. Here's what I want to see:</p><p></p><p>Part 1: Actual guidance on how to run a game, with plenty of examples. Particularly on how to run combat encounters so they aren't just tank'n'spank.</p><p></p><p>Part 2: Detailed guidance on how to build a game and campaign setting, again chock full of examples.</p><p></p><p>Part 3: Magic Items (should be in the PHB, but whatever).</p><p></p><p>Part 4. Traps and other complications.</p><p></p><p>Part 5: Advanced Optional Rules.</p><p></p><p>Part 6: Short adventure modules of varying difficulties and styles, so that new and old DMs can practice.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9093054, member: 7035894"] Well, good news and bad news. Bad news: the MM is going to look pretty much the same, but bigger. I'm okay with this; I think the real issue isn't with the monsters, it's with the lack of guidance on running monsters, as you point out. Which brings us to the good news: the DMG [I]is[/I] basically getting a ground-up redesign, from what we've been told. The shredding part is up to you. EDIT: The DMG is by [I]far[/I] the update I am most looking forward to, though with healthy caution so I don't get my hopes up too far. Here's what I want to see: Part 1: Actual guidance on how to run a game, with plenty of examples. Particularly on how to run combat encounters so they aren't just tank'n'spank. Part 2: Detailed guidance on how to build a game and campaign setting, again chock full of examples. Part 3: Magic Items (should be in the PHB, but whatever). Part 4. Traps and other complications. Part 5: Advanced Optional Rules. Part 6: Short adventure modules of varying difficulties and styles, so that new and old DMs can practice. [/QUOTE]
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