Plane Sailing
Astral Admin - Mwahahaha!
BryonD said:6 months after the book comes out this will just be X pages that they flip past every time without even thinking about it.
Thing is, this could be true for 60-90% of the 3e DMG too, right? How much of the DMG gets flipped past without thinking about it right now, eh? Here is the 3.5e table of contents as a reminder
Introduction
Chapter 1: Running the Game
What is a DM
Style of Play
Example of Play
Running a Game Session
Chapter 2: Using the Rules
More Movement Rules
Movement and the Grid
Moving in Three Dimensions
Evasion and Pursuit
Moving Around in Squares
Bonus Types
Combat
Line of Sight
Starting an Encounter
New Combatants
Keeping Things Moving
Combat Actions
Attack Rolls
Damage
Effect of Weapon Size
Splash Weapons
Area Spells
Big and Little Creatures in Combat
Skill and Ability Checks
Saving Throws
Adjudicating Magic
Describing Spell Effects
Handling Divinations
Creating New Spells
Rewards
Experience Awards
Story Awards
Character Death
Making a New Character
Chapter 3: Adventures
Motivation
Structure
Site-Based Adventures
The End (?)
Encounters
Tailored or Status Quo
Challenge Ratings and Encounter Levels
Difficulty
Tougher Monsters
Location
Rewards and Behavior
Treasure
Bringing Adventures Together
Between Adventures
The Dungeon
Dungeon Terrain
Walls
Doors
Rooms
Corridors
Miscellaneous Features
Cave-Ins and Collapses
Illumination
Traps
Elements of a Trap
Sample Traps
Designing a Trap
Dungeon Ecology
Dungeon Animals
Wandering Monsters
Random Dungeons
Dungeon Level
The Map and the Key
Random Dungeon Encounters
A Sample Adventure
Statistics Blocks
Wilderness Adventures
Getting Lost
Forest Terrain
Marsh Terrain
Hills Terrain
Mountain Terrain
Desert Terrain
Plains Terrain
Aquatic Terrain
Underwater Combat
Weather
Random Wilderness Encounters
Urban Adventures
Weapon and Spell Restrictions
Urban Features
Urban Encounters
Chapter 4: Nonplayer Characters
Everyone in the World
NPC Classes
Adept
Aristocrat
Commoner
Expert
Warrior
NPC Statistics
NPC Attitudes
Fleshing Out NPCs
Chapter 5: Campaigns
Establishing a Campaign
Maintaining a Campaign
Characters and the World Around Them
War and Other Calamities
Other Campaign Issues
World-Building
Building a Different World
Adventuring on Other Planes
Plane Descriptions
Creating a Cosmology
Chapter 6: Characters
Ability Scores
Races
Subraces
Modifying a Common Race
Changes through Addition and Subtraction
Class/Race Restrictions
New Races
Monsters as Races
Classes
Modifying Character Classes
Creating New Classes
Prestige Classes
Arcane Archer
Arcane Trickster
Archmage
Assassin
Blackguard
Dragon Disciple
Duelist
Dwarven Defender
Eldritch Knight
Hierophant
Horizon Walker
Loremaster
Mystic Theurge
Red Wizard
Shadowdancer
Thaumaturgist
How PCs Improve
Learning Skills and Feats
Learning New Spells
Gaining Class Benefits
General Downtime
Gaining Fixed Hit Points
Creating PCs above 1st Level
Special Cohorts
Familiars
Mounts
Animal Companions
Epic Characters
Chapter 7: Magic Items
Handling Magic Items
Magic Item Descriptions
Armor
Weapons
Potions and Oils
Rings
Rods
Scrolls
Staffs
Wands
Wondrous Items
Intelligent Items
Cursed Items
Artifacts
Creating Magic Items
Masterwork Items
Special Materials
Chapter 8: Glossary
Special Abilities
Condition Summary
The Environment
Visual Aids