Jester David
Hero
It's great that WotC is releasing D&D Basic, allowing players and DMs to try the game without purchase, enabling people to make characters without the purchase of an expensive rulebook or even run the game using the published adventures.
A month or so ago we had the release of the DM rules, which were a smattering a monsters and the rules for building encounters. These seemed a little lackluster, seeming to be as useful for players (providing mounts and new forms for the druid to wildshape into) and not really providing all the rules needed to run a campaign.
The document didn't even incorporate the monsters and magic items from Tyranny of Dragons.
What other basic and foundational rules or elements are necessary for DMing? What else should be included in Basic D&D to make the DMG as optional as the PHB?
What content should be provided to allow people to run the game or try their hand at adventure design before taking the $50+ plunge into the DMG and its rules modules and content creation advice?
My thoughts are pretty simple:
Treasure. I think treasure tables are lacking. With magic items not being necassary and no set wealth-by-level, it's hard to know how much treasure is right and how much is too much. You don't want your PCs to feel poverty stricken or begging for food, but you also don't want people buying castles.
NPCs. Rules for the challenge of classed monsters.
Traps. A few sample ones would be nice. Trap creation would be better, but like monster creation that can be held back and sample traps provided.
What do you think? What would you like to see?
A month or so ago we had the release of the DM rules, which were a smattering a monsters and the rules for building encounters. These seemed a little lackluster, seeming to be as useful for players (providing mounts and new forms for the druid to wildshape into) and not really providing all the rules needed to run a campaign.
The document didn't even incorporate the monsters and magic items from Tyranny of Dragons.
What other basic and foundational rules or elements are necessary for DMing? What else should be included in Basic D&D to make the DMG as optional as the PHB?
What content should be provided to allow people to run the game or try their hand at adventure design before taking the $50+ plunge into the DMG and its rules modules and content creation advice?
My thoughts are pretty simple:
Treasure. I think treasure tables are lacking. With magic items not being necassary and no set wealth-by-level, it's hard to know how much treasure is right and how much is too much. You don't want your PCs to feel poverty stricken or begging for food, but you also don't want people buying castles.
NPCs. Rules for the challenge of classed monsters.
Traps. A few sample ones would be nice. Trap creation would be better, but like monster creation that can be held back and sample traps provided.
What do you think? What would you like to see?