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D&D New Edition Design Looks Soon?
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<blockquote data-quote="Yaarel" data-source="post: 8691864" data-attributes="member: 58172"><p>Regarding organization of content:</p><p></p><p>I want all mechanical gaming rules to be in the Players Handbook − especially the information about using ability scores, using skills, jumping, hiding, social reactions, and so on, which are frustratingly in the DMs Guide need to be in the Players Handbook. ALL IN ONE PLACE. The Xanathars tool proficiencies are awesome and belong in the Players Handbook, likewise. Combat stuff like chases and breaking objects need to be in the Players Handbook too.</p><p></p><p>Oppositely, I want all rule variants to be in the DMs Guide. There will probably no longer be a "standard human" and a "variant human", but if there would be, keep variant stuff in the DMs Guide to keep the Players Handbook as streamline as possible.</p><p></p><p>I want all setting assumptions, including cosmology, religions, gods, languages, and so on, to be in the DMs Guide. This kind of stuff depends on the setting. The DMs Guide can give a simplified Forgotten Realms, as a sample setting. But it should be easy to use separate setting guides like Eberron and Dark Sun, or a homebrew setting, while using the Players Handbook as-is, straightforwardly. </p><p></p><p>I like the magic items being in the DMs Guide because they are so consequential for setting assumptions, as well as inviting specific and general variants. I like how 5e makes magic items unnecessary, but gives the DM power to control how magic items work within a chosen setting.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8691864, member: 58172"] Regarding organization of content: I want all mechanical gaming rules to be in the Players Handbook − especially the information about using ability scores, using skills, jumping, hiding, social reactions, and so on, which are frustratingly in the DMs Guide need to be in the Players Handbook. ALL IN ONE PLACE. The Xanathars tool proficiencies are awesome and belong in the Players Handbook, likewise. Combat stuff like chases and breaking objects need to be in the Players Handbook too. Oppositely, I want all rule variants to be in the DMs Guide. There will probably no longer be a "standard human" and a "variant human", but if there would be, keep variant stuff in the DMs Guide to keep the Players Handbook as streamline as possible. I want all setting assumptions, including cosmology, religions, gods, languages, and so on, to be in the DMs Guide. This kind of stuff depends on the setting. The DMs Guide can give a simplified Forgotten Realms, as a sample setting. But it should be easy to use separate setting guides like Eberron and Dark Sun, or a homebrew setting, while using the Players Handbook as-is, straightforwardly. I like the magic items being in the DMs Guide because they are so consequential for setting assumptions, as well as inviting specific and general variants. I like how 5e makes magic items unnecessary, but gives the DM power to control how magic items work within a chosen setting. [/QUOTE]
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