DMG II -- In my hands . . .

smootrk said:
I do not think it would make good business sense to make the contents of a just released book into open content. Would make the book rather useless really quick.
There is a difference between Open Content and putting it into the SRD. Look at Unearthed Arcana. None of it, as far as I know, is in the SRD now.

Open Content just means that other publishers can use it.
 

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Mob appear to be a house-keeping rule: you average everything AS IF it were a 30 HD Collosal monster and go from there.

As for settings, there are plenty of good nuggets (descent medieval assumptions, law systems, city gen, guild gen, etc) info, but nothing on specfic worldbuilding techniques (deities, landmasses, govt's). Its more concerned with explaining and fleshing out the default D&D assumptions than providing a laundry list of ways to break it. It does discuss campaign design though, a good thing for those who are looking to break the model a bit.

DM's who want some advice and good solid stats should grab it. PCs will like the Teamwork rules (nice, not overpowering). and the kewl majik stuff. I suggest it as a good read, and probably a serious buy for most DMs.
 

Remathilis said:
Mob appear to be a house-keeping rule: you average everything AS IF it were a 30 HD Collosal monster and go from there.

As for settings, there are plenty of good nuggets (descent medieval assumptions, law systems, city gen, guild gen, etc) info, but nothing on specfic worldbuilding techniques (deities, landmasses, govt's). Its more concerned with explaining and fleshing out the default D&D assumptions than providing a laundry list of ways to break it. It does discuss campaign design though, a good thing for those who are looking to break the model a bit.

DM's who want some advice and good solid stats should grab it. PCs will like the Teamwork rules (nice, not overpowering). and the kewl majik stuff. I suggest it as a good read, and probably a serious buy for most DMs.

Thanks for the information, Remathilis!


It sounds interesting, and I will take a look at it. Teamwork sounds useful, as I have known several players who have their characters work together to defeat foes or overcome obstacles. Similarly, at least having the assumptions explained will help DMs who wish to alter them or tweak them in some ways. (I consider the campaign settings part that you mentioned to be quite useful. Many campaign settings can have a host of cultures, and two neighboring countries can be very different in many areas.
 

Remathilis said:
Mob appear to be a house-keeping rule: you average everything AS IF it were a 30 HD Collosal monster and go from there.

OK, so it's kind of like units in Warhammer Fantasy Battles.
 

They give 2 examples, a riot (mob of humans) and a stampede (mob of light horses). You can create mobs using most any creature.

Can you see it? A rage of dragons using the mob rules! Ookkaayy!?!

Looks pretty good, and better explained than in the adventure path.
 


About Mobs

So, the question has already been asked, but I'm not sure it's been answered:

Is a Mob just a swarm of creatures too big to be part of a swarm? Also, must the membership of a mob be homogenous, or can dwarves and elves riot together?
 


Remathilis said:
Mob appear to be a house-keeping rule: you average everything AS IF it were a 30 HD Collosal monster and go from there.

This is a little to brief for me to be sure if I'm getting it. Say you have a bunch of 1 HD base creatures; you make one Mob for every 30. The stats for the mob are calculated by advancing the base 1 HD creature to 30 HD and Collossal size?

Is this right?
 


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