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<blockquote data-quote="pukunui" data-source="post: 8408637" data-attributes="member: 54629"><p><strong><u>Player's Handbook</u></strong></p><ul> <li data-xf-list-type="ul">Races presented in the new lineage format with cultural stuff not hard-coded in</li> <li data-xf-list-type="ul">Expanded class features from Tasha's incorporated into classes, including a wholesale revision of the ranger using the Tasha's replacement features</li> <li data-xf-list-type="ul">A more user-friendly / useful index</li> <li data-xf-list-type="ul">Inclusion of spell school in class spell lists (as they've done in subsequent books) and maybe also inclusion of which class can cast a given spell in its description (which they haven't done in any books yet)</li> <li data-xf-list-type="ul">More guidance on how to make tool proficiencies useful in the game</li> <li data-xf-list-type="ul">Improved (depowering the OP ones and increasing power of the weak ones)</li> <li data-xf-list-type="ul">Revision of overland travel rules to make it so mounts are actually useful on long journeys</li> <li data-xf-list-type="ul">Revision of druid's wild shape so it doesn't involve a weird mishmash of the PC's stats and the chosen monster's stats -- a bunch of generic forms that are modified by your stats (<em>a la </em>the newest pets for rangers and artificers and such)</li> <li data-xf-list-type="ul">Removal of concentration from some spells (the druid in particular suffers in that so many of its spells require concentration)</li> </ul><p><u><strong>Monster Manual</strong></u></p><ul> <li data-xf-list-type="ul">Inclusion of proficiency bonus in statblock (practically a given)</li> <li data-xf-list-type="ul">Better rules around resistances / immunities (I'd particularly like to see special materials like silver and adamantine have more of an impact ~ like perhaps lycanthropes are immune to nonmagical weapon damage, resistant to magical weapon damage, but take full damage from silvered weapons [regardless of whether they are magical or not]</li> <li data-xf-list-type="ul">More interesting actions for some of the more boring creatures (like most beasts, giants, and the like) and/or more varieties of the common creatures (like more different types of goblins and kobolds and whatnot -- like how 4e used to do)</li> <li data-xf-list-type="ul">It sounds like they're getting rid of categories (e.g. demon, devil, dinosaur) but I'd really like to see them go back to using "Wolf, Dire" and "Spider, Giant" so that you get all varieties of one type of creature in one place instead of having all the giant creatures be found under "Giant"</li> <li data-xf-list-type="ul">More monster lore and some guidance on which knowledge skills are useful to learn that lore and how difficult / common that lore typically is (like in past editions)</li> </ul><p><strong><u>Dungeon Master Guide</u></strong></p><ul> <li data-xf-list-type="ul">Incorporate session 0 advice</li> <li data-xf-list-type="ul">Replace planar affects with some more interesting than forced alignment changes</li> <li data-xf-list-type="ul">Improve downtime activities (I like the ones in Xanathar's better)</li> <li data-xf-list-type="ul">Include domain and mass combat rules</li> <li data-xf-list-type="ul">Improve the custom monster / CR determining guidelines</li> <li data-xf-list-type="ul">Provide better guidance on monetary value of magic items</li> <li data-xf-list-type="ul">Improved balance of magic items and rarities</li> <li data-xf-list-type="ul">Usable chase rules (the rules in the DMG suck; the variant rules in the season 2 DDAL adventure, "Cloaks and Shadows", are much better but could still do with some work)</li> <li data-xf-list-type="ul">Rules for harvesting plants and animal parts and the like - they've started to include some of this stuff in the more recent adventures, but I'd like to see some standardized baseline rules (or at least some baseline guidance) on how to adjudicate when your player wants to find some useful herbs in the forest or when they want to extract some spider venom from a giant spider the party has just killed</li> <li data-xf-list-type="ul">I know this will never happen but I would like to see both the assassin and necromancer moved out of the PHB and put in the DMG with the oathbreaker and death cleric. I also think the oathbreaker should be renamed, as I think it makes no sense that you'd get a whole new set of abilities just for breaking your paladin oath.</li> </ul><p></p><p>Something Chris Perkins said is that they're looking at developing some new rules for the exploration pillar. Hopefully they're taking some inspiration from AiME's Journey rules. I hope they include something usable, but I'm not sure if they should be in the PHB or the DMG.</p><p></p><p>Probably some more stuff that I can't think of right now.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8408637, member: 54629"] [B][U]Player's Handbook[/U][/B] [LIST] [*]Races presented in the new lineage format with cultural stuff not hard-coded in [*]Expanded class features from Tasha's incorporated into classes, including a wholesale revision of the ranger using the Tasha's replacement features [*]A more user-friendly / useful index [*]Inclusion of spell school in class spell lists (as they've done in subsequent books) and maybe also inclusion of which class can cast a given spell in its description (which they haven't done in any books yet) [*]More guidance on how to make tool proficiencies useful in the game [*]Improved (depowering the OP ones and increasing power of the weak ones) [*]Revision of overland travel rules to make it so mounts are actually useful on long journeys [*]Revision of druid's wild shape so it doesn't involve a weird mishmash of the PC's stats and the chosen monster's stats -- a bunch of generic forms that are modified by your stats ([I]a la [/I]the newest pets for rangers and artificers and such) [*]Removal of concentration from some spells (the druid in particular suffers in that so many of its spells require concentration) [/LIST] [U][B]Monster Manual[/B][/U] [LIST] [*]Inclusion of proficiency bonus in statblock (practically a given) [*]Better rules around resistances / immunities (I'd particularly like to see special materials like silver and adamantine have more of an impact ~ like perhaps lycanthropes are immune to nonmagical weapon damage, resistant to magical weapon damage, but take full damage from silvered weapons [regardless of whether they are magical or not] [*]More interesting actions for some of the more boring creatures (like most beasts, giants, and the like) and/or more varieties of the common creatures (like more different types of goblins and kobolds and whatnot -- like how 4e used to do) [*]It sounds like they're getting rid of categories (e.g. demon, devil, dinosaur) but I'd really like to see them go back to using "Wolf, Dire" and "Spider, Giant" so that you get all varieties of one type of creature in one place instead of having all the giant creatures be found under "Giant" [*]More monster lore and some guidance on which knowledge skills are useful to learn that lore and how difficult / common that lore typically is (like in past editions) [/LIST] [B][U]Dungeon Master Guide[/U][/B] [LIST] [*]Incorporate session 0 advice [*]Replace planar affects with some more interesting than forced alignment changes [*]Improve downtime activities (I like the ones in Xanathar's better) [*]Include domain and mass combat rules [*]Improve the custom monster / CR determining guidelines [*]Provide better guidance on monetary value of magic items [*]Improved balance of magic items and rarities [*]Usable chase rules (the rules in the DMG suck; the variant rules in the season 2 DDAL adventure, "Cloaks and Shadows", are much better but could still do with some work) [*]Rules for harvesting plants and animal parts and the like - they've started to include some of this stuff in the more recent adventures, but I'd like to see some standardized baseline rules (or at least some baseline guidance) on how to adjudicate when your player wants to find some useful herbs in the forest or when they want to extract some spider venom from a giant spider the party has just killed [*]I know this will never happen but I would like to see both the assassin and necromancer moved out of the PHB and put in the DMG with the oathbreaker and death cleric. I also think the oathbreaker should be renamed, as I think it makes no sense that you'd get a whole new set of abilities just for breaking your paladin oath. [/LIST] Something Chris Perkins said is that they're looking at developing some new rules for the exploration pillar. Hopefully they're taking some inspiration from AiME's Journey rules. I hope they include something usable, but I'm not sure if they should be in the PHB or the DMG. Probably some more stuff that I can't think of right now. [/QUOTE]
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