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The Actual Table of Contents for Xanathar's Guide to Everything
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<blockquote data-quote="Charles Rampant" data-source="post: 7727330" data-attributes="member: 32659"><p>I don’t know why, but I’ve read this entire thread. Man, what a glorious rabbit hole! Anyway, I’m rather unduly excited for this book (because I’m a neeeeerd), but I am a little sad that it’s under 200 pages. It’s a good size for a book, don’t get me wrong, but I had hoped for something a little more. The list of stuff looks good – some solid discussion of how to run certain parts of the game, some fun new player options, and some stuff to make character creation easier and more involving. I think that this might see more table time than Volo’s does in practice, just because of that clarifying material in the central chapter, plus the expanded downtime stuff which – if done well and made accessible – might become a favourite page for players. My players were really happy with the idea of (limited) magic item shopping when we tested out the UA, not to mention the other stuff like pit fighting, so I’m hopeful that Wizards iterated it well and can present some material that really helps games out. </p><p></p><p>The PHB+1 rule seems like it has totemic importance here right now, like the Warlord class often does. I don’t think it’s that important, to be honest, but I can see why Wizards would use such a rule. I also think that Wizards are going to be reprinting stuff with some regularity this edition – any monster in a non-MM source which appears in an adventure path (such as Volo’s monsters found in ToA) for starters. We should probably remember that this is not done for our benefit – it’s for the benefit of new players, who pick up the game for the first time, and don’t want to have to buy an entire shelf of stuff to get the content that they ‘need’. The monsters are very easy to understand on this front – the way that old adventures would list stuff from three separate monster manuals was really unfriendly, if you think about it – but reprinting four subclasses also makes sense on this front as well. Not so good for me, who owns SCAG (and quite likes it, for the record); <em>very</em> good for Bob and Matilda, who want to buy enough books to start their own imagination-trek, and want to create their own world to do so. </p><p></p><p>That said, I don’t disagree with those who feel that they’d prefer those two pages to be new cool stuff. It’s just a series of compromises, and this is one that I don’t mind that much.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7727330, member: 32659"] I don’t know why, but I’ve read this entire thread. Man, what a glorious rabbit hole! Anyway, I’m rather unduly excited for this book (because I’m a neeeeerd), but I am a little sad that it’s under 200 pages. It’s a good size for a book, don’t get me wrong, but I had hoped for something a little more. The list of stuff looks good – some solid discussion of how to run certain parts of the game, some fun new player options, and some stuff to make character creation easier and more involving. I think that this might see more table time than Volo’s does in practice, just because of that clarifying material in the central chapter, plus the expanded downtime stuff which – if done well and made accessible – might become a favourite page for players. My players were really happy with the idea of (limited) magic item shopping when we tested out the UA, not to mention the other stuff like pit fighting, so I’m hopeful that Wizards iterated it well and can present some material that really helps games out. The PHB+1 rule seems like it has totemic importance here right now, like the Warlord class often does. I don’t think it’s that important, to be honest, but I can see why Wizards would use such a rule. I also think that Wizards are going to be reprinting stuff with some regularity this edition – any monster in a non-MM source which appears in an adventure path (such as Volo’s monsters found in ToA) for starters. We should probably remember that this is not done for our benefit – it’s for the benefit of new players, who pick up the game for the first time, and don’t want to have to buy an entire shelf of stuff to get the content that they ‘need’. The monsters are very easy to understand on this front – the way that old adventures would list stuff from three separate monster manuals was really unfriendly, if you think about it – but reprinting four subclasses also makes sense on this front as well. Not so good for me, who owns SCAG (and quite likes it, for the record); [I]very[/I] good for Bob and Matilda, who want to buy enough books to start their own imagination-trek, and want to create their own world to do so. That said, I don’t disagree with those who feel that they’d prefer those two pages to be new cool stuff. It’s just a series of compromises, and this is one that I don’t mind that much. [/QUOTE]
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