D&D 5E Future Non-Duplicate Books?

Planescape had a lot of stuff written in character. I imagine they could find a narrator for that to do a guide to the planes. Or at least Sigil and the Outer Planes, branching them off from the rest for a tighter focus and more detail. Include some details on the gods and religion.
It'd be a good place for other factions and maybe some more factor/reputation ideas. Some planar monsters of course. That'd be the place for extra divine rules: benefits for non-clerical worshipers of gods, rules for becoming demigods/powers, etc.


"In character" for Planescape might be a bit much; I predict Eliminster, Planewalking country Wizard as a good fit.

The Big Book of Crunch, judging by the test articles, appears to be a DMG2/PHB2, perhaps with a twist?

The DM/Player/MM trifecta seen in Volos seems sound: Crawford actually talked about that a bot in the latest podcast. Along those lines, I could see:

Faiths & Avatars style book, giving DM lore (Asgardian Mythos, Olympian Mythos, Pharonic mythos, etc.), player content ( [MENTION=697]mearls[/MENTION] has mused on Twitter about deity specific Cleric domains, Domainof Ares instead of War; races and such) and monster stat blocks and sundries.

Volos Guide to Dragons, going in depth with all the major Dragons, including Gem Dragons, as they do in Volos (complex tables for Dragon personalities by type, please!), player resources like race info, subclasses, items and spells, and monster stats and sundry.

Something combining the Expert or Companion Sets with Wildnerness Survival Guide and Dungeoneers Survival Guide: hex crawl rides again! Maybe epic combat rules included, monsters appropos to army combat, etc.

A world builders guidebook, with tables galore, new player options and monsters (always, MAOR MONSTERS), to facilitate home brew or plane hoping/spelljamming play.

Anyhow, some random thoughts.
 

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I like the OP's idea of a hackers guide, and I could see that including another posters "Book of Modules." These two (or one) are something I would definitely like to see.

Another idea I have seen before, and I like, is a Settings guide book. A book not for one setting, but for all of them with brief updates on multiple settings and then specific variant rule suggestions and maybe even specific "modules" from the hackers guide. I think that would be really useful.
 

I would like to see a "Beginner's Guide to DMing" - basically how to run the game (using encounters from published APs as examples to illustrate different situations, options and resolutions) and an "Advanced Guide to DMing" how to create your own adventures and campaigns in various genres.
 

I'd also like to see proper campaign setting books for the M:tG planes. Mostly proper maps to the different planes - both player and DM versions. But also details on NPCs, monsters etc. etc. The "Art of M:tG" books are pretty close - but still leave a lot for a DM to do to use those worlds in a campaign.
 

Something completely new, that would be nice.

Maybe a space setting? Not Spelljammer, not Warhammer 40k, but something with space ships, aliens, and magic.

Culture/Society books. Like a deep dive into the social structure with examples of tribes and nations for orcs, mind flayers or drow.

Book of organizations, not just a thieves guild or two, but a cabal of evil wizards, the Harpers, and all the other "factions", the farmer's co-operative, .... Big organizations for world building, and small ones like a trade company, a mercenary company etc. To include current structure, history and NPCs.

Tales from the Deep; setting, adventure or something for underwater. The mer, the kuo-toa, the kraken...

Relics of the Past, items from past civilizations great and small. Not weapons or adventuring items, but things like an ancient stone marker that glows blue when rain is coming. A ring that has some impact and connection to a family. A gargoyle statue on the old keep that is said to bless marriages. (ok, I'm not coming up with ideas I like on this topic, that's why it would be so useful!)

Dragon lore, NOT the stories told about dragons, but the tales and parables they tell their young. "Remember, when you eat a knight, spit out the armor unless you want hemorrhoids." "In your great grandfather's day it is said that..."
 

Volos Guide to Dragons, going in depth with all the major Dragons, including Gem Dragons, as they do in Volos (complex tables for Dragon personalities by type, please!), player resources like race info, subclasses, items and spells, and monster stats and sundry.
Dragons are a pretty big omission in the Guide to Monsters. A Draconomicon has already been done, but I'm sure they could take it in other directions. Perhaps including dragon mounts, aerial combat, and even dragon PCs like Council of Wyrns.

Something combining the Expert or Companion Sets with Wildnerness Survival Guide and Dungeoneers Survival Guide: hex crawl rides again! Maybe epic combat rules included, monsters appropos to army combat, etc.
An explorer's guide would be cool. Exploration, wilderness survival, more terrain and fantastic locations.
 


Dragons are a pretty big omission in the Guide to Monsters. A Draconomicon has already been done, but I'm sure they could take it in other directions. Perhaps including dragon mounts, aerial combat, and even dragon PCs like Council of Wyrns.


An explorer's guide would be cool. Exploration, wilderness survival, more terrain and fantastic locations.


True, Dragon books are hardly new territory per se; but a new, Voloish Dragon book can probably add something interesting, in RP possibilities and gameplay: book of dragon lairs, Council of Wyrms, tables of traits to help whip up detailed Dragons; they could really do all Dragons in great detail in one solid book.

The DMG has a lot of good stuff on wilderness campaigning, and touches on realm management and war and such. But a whole book detailing that kind of game play would rock.
 

Dragon game-supplements have been done to death.

How about more of a coffee-table book of dragon art (all the best stuff, both classic, and newly commissioned from name fantasy artists), with fluff-only text, tying it to various D&D settings and traditions? Might even have a little crossover appeal outside the hobby.

(OK, there may not be a lot of fans of fantasy art who have never tried D&D...)




In an attempt to break away from the negativity & arguing of the forums,
It's all mak'n smores at the campfire and sing'n kumbaya compared to the edition war. ;P
 
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Dragon game-supplements have been done to death.

How about more of a coffee-table book of dragon art (all the best stuff, both classic, and newly commissioned from name fantasy artists), with fluff-only text, tying it to various D&D settings and traditions? Might even have a little crossover appeal outside the hobby.

(OK, there may not be a lot of fans of fantasy art who have never tried D&D...)


Why not both?
 

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