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The DMG: Has it lived up to the hype?
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<blockquote data-quote="Fralex" data-source="post: 6462079" data-attributes="member: 6785902"><p>I don't have the DMG, but based on what I saw when I skimmed one in a bookstore more than half the things on the list I was able to find in it. So it included at the very least 10.5 out of the 17 list items. Maybe someone who has the book can find more that I missed?</p><p></p><p></p><ul> <li data-xf-list-type="ul">Include tactical combat rules that allow the option to add more miniatures gaming elements to combat. This would include a grid, options for facing, rules for more detailed zones of control, and so on.</li> <li data-xf-list-type="ul">Provide a system that emphasizes refreshing resources by encounter instead of by day. The nice thing about our approach is that since this is an option, we don't have to settle for half measures. Everything can be encounter-based, even hit points.</li> <li data-xf-list-type="ul"><span style="color: #a9a9a9">Create rules for giving mechanical weight to character motivation, personality traits, and so on.</span></li> <li data-xf-list-type="ul">Provide a structure for a more story-based approach to <strong>D&D</strong>, treating the DM and players as co-authors of a narrative with a specific focus.</li> <li data-xf-list-type="ul"><span style="color: #a9a9a9">Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment.</span></li> <li data-xf-list-type="ul"><span style="color: #a9a9a9">Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on.</span></li> <li data-xf-list-type="ul">Add in rules for firearms, including both a historical take and one driven by fantasy.</li> <li data-xf-list-type="ul">Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role. <span style="color: #a9a9a9">(This was cut, but we'll get it for free later)</span></li> <li data-xf-list-type="ul">Design rules for speeding up battles that involve lots of monsters and the characters.</li> <li data-xf-list-type="ul"><span style="color: #a9a9a9">Provide rules for sea battles.</span></li> <li data-xf-list-type="ul">Create rules for realms management and strongholds.</li> <li data-xf-list-type="ul"><span style="color: #a9a9a9">Design rules for finding ingredients and reagents to craft magic items.</span></li> <li data-xf-list-type="ul">Provide critical hit and critical failure tables.</li> <li data-xf-list-type="ul"><span style="color: #a9a9a9">Design rules for using armor as damage reduction, along with rules for hit locations.</span></li> <li data-xf-list-type="ul">Introduce rules for lingering wounds, a gritty approach to health and well being.</li> <li data-xf-list-type="ul">Include alternative magic systems.</li> <li data-xf-list-type="ul">Provide rules for horror and sanity, along with other rules to change <strong>D&D</strong>'s genre.</li> </ul></blockquote><p></p>
[QUOTE="Fralex, post: 6462079, member: 6785902"] I don't have the DMG, but based on what I saw when I skimmed one in a bookstore more than half the things on the list I was able to find in it. So it included at the very least 10.5 out of the 17 list items. Maybe someone who has the book can find more that I missed? [LIST] [*]Include tactical combat rules that allow the option to add more miniatures gaming elements to combat. This would include a grid, options for facing, rules for more detailed zones of control, and so on. [*]Provide a system that emphasizes refreshing resources by encounter instead of by day. The nice thing about our approach is that since this is an option, we don't have to settle for half measures. Everything can be encounter-based, even hit points. [*][COLOR=#a9a9a9]Create rules for giving mechanical weight to character motivation, personality traits, and so on.[/COLOR] [*]Provide a structure for a more story-based approach to [B]D&D[/B], treating the DM and players as co-authors of a narrative with a specific focus. [*][COLOR=#a9a9a9]Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment.[/COLOR] [*][COLOR=#a9a9a9]Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on.[/COLOR] [*]Add in rules for firearms, including both a historical take and one driven by fantasy. [*]Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role. [COLOR=#a9a9a9](This was cut, but we'll get it for free later)[/COLOR] [*]Design rules for speeding up battles that involve lots of monsters and the characters. [*][COLOR=#a9a9a9]Provide rules for sea battles.[/COLOR] [*]Create rules for realms management and strongholds. [*][COLOR=#a9a9a9]Design rules for finding ingredients and reagents to craft magic items.[/COLOR] [*]Provide critical hit and critical failure tables. [*][COLOR=#a9a9a9]Design rules for using armor as damage reduction, along with rules for hit locations.[/COLOR] [*]Introduce rules for lingering wounds, a gritty approach to health and well being. [*]Include alternative magic systems. [*]Provide rules for horror and sanity, along with other rules to change [B]D&D[/B]'s genre. [/LIST] [/QUOTE]
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