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The DMG: A CRITICAL HIT at 93.5%!
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<blockquote data-quote="DEFCON 1" data-source="post: 7655667" data-attributes="member: 7006"><p>Seems to me the promised modularity is this...</p><p></p><p>With the exception of a couple specific modules that are larger (like the chase rules for example)... almost all of the rest are variants and and options that are so simple and obvious that many of them had already been bandied about by people here on the boards for months now. We've already come up with most of the variants and options on our own... or else can look at the ones they've given us and they make us say "Yeah, that makes sense, that's probably what I would have done."</p><p></p><p>Which means the real point is... <em>anything we come up with here on these boards are just as valid and balanced as anything WotC can offer us.</em> We don't NEED WotC to give us all these variants and options, because what they'd give us would be pretty much in line with what we are already coming up with.</p><p></p><p>Now yes... I know we all have this niggling little feeling in the backs of our minds that makes us feel like we HAVE to have "official rules" written down for us so that we can play the game "the right way" and play it "Ruled As Written"... but that kinda goes against the entire philosophy of the design of 5E in the first place. The game was written so basic and simple to begin with so that any of us *could* create our own rules and modularity and have it fall within acceptable levels of balance and detail. Creating a new race or sub-race isn't that difficult if you pay attention. Creating a new sub-class isn't that difficult if you pay attention. Creating new monsters, realms, planes and game rules aren't that difficult if you pay attention, because the game itself was built so that this would be the case.</p><p></p><p>Does the DMG have less variants and options than perhaps we thought might appear? Quite possibly. But are the ones they did give us hands-down <em>better</em> than the ones we've already created for ourselves here on ENWorld already? Not a chance. So if the couple healing variants the DMG did give us don't float your boat... you can easily just swap in any of the other seventeen versions we have also already created and know that it's pretty much just as worthwhile, even though it wasn't published in a book. And I can speak from experience on this. My campaign has a Shade PC that is a Dark pact warlock (both of which I created myself before I even had the DMG) and there has not been a single time that it's felt anything but a natural part of the game.</p><p></p><p>The options WotC gave us in the DMG are good. Just as good as the stuff you can get in the Downloads section here on ENWorld. So if you can't find what you want in the one... take a look at the other and know that it all works, and feel comfortable in that knowledge even if it doesn't have WotC's logo on the front.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7655667, member: 7006"] Seems to me the promised modularity is this... With the exception of a couple specific modules that are larger (like the chase rules for example)... almost all of the rest are variants and and options that are so simple and obvious that many of them had already been bandied about by people here on the boards for months now. We've already come up with most of the variants and options on our own... or else can look at the ones they've given us and they make us say "Yeah, that makes sense, that's probably what I would have done." Which means the real point is... [i]anything we come up with here on these boards are just as valid and balanced as anything WotC can offer us.[/i] We don't NEED WotC to give us all these variants and options, because what they'd give us would be pretty much in line with what we are already coming up with. Now yes... I know we all have this niggling little feeling in the backs of our minds that makes us feel like we HAVE to have "official rules" written down for us so that we can play the game "the right way" and play it "Ruled As Written"... but that kinda goes against the entire philosophy of the design of 5E in the first place. The game was written so basic and simple to begin with so that any of us *could* create our own rules and modularity and have it fall within acceptable levels of balance and detail. Creating a new race or sub-race isn't that difficult if you pay attention. Creating a new sub-class isn't that difficult if you pay attention. Creating new monsters, realms, planes and game rules aren't that difficult if you pay attention, because the game itself was built so that this would be the case. Does the DMG have less variants and options than perhaps we thought might appear? Quite possibly. But are the ones they did give us hands-down [i]better[/i] than the ones we've already created for ourselves here on ENWorld already? Not a chance. So if the couple healing variants the DMG did give us don't float your boat... you can easily just swap in any of the other seventeen versions we have also already created and know that it's pretty much just as worthwhile, even though it wasn't published in a book. And I can speak from experience on this. My campaign has a Shade PC that is a Dark pact warlock (both of which I created myself before I even had the DMG) and there has not been a single time that it's felt anything but a natural part of the game. The options WotC gave us in the DMG are good. Just as good as the stuff you can get in the Downloads section here on ENWorld. So if you can't find what you want in the one... take a look at the other and know that it all works, and feel comfortable in that knowledge even if it doesn't have WotC's logo on the front. [/QUOTE]
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