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The One Book 5E Needs (IMHO)

Zardnaar

Legend
With the various posts about advanced D&D and the settings etc I think there is room for a book to address some of that. It would mostly be for the DM but to sell to everyone perhaps as much player content as SCAG. This book would be to coer some of the more popular subsystems used in the various campaign settings. PLayer stuff can be races for those worlds and some feats perhaps. Settings requiring a huge amount of rules (Spelljammer) are out (you can use the 2E ones for space combat if you must), something like Dragonmarks, the bloodline abilities from Birthright are in. If something fits on a few pages you can look at it.

Player Stuff
A few Archetypes
Cleric Domains Air, Earth, FIre, Water (3E PHB domains, useful for Darksun)

Suggested races.

Deva
Half Giant
Kreen
Giff
Gully Dwarves
Kender
Changelings
Tortles
Rakasta
Warforged

More feats (setting specific).

Pathfinder also did a book like this called Ultimate Campaign which clocked in at 258 pages.

That book had 4 main chapters.

1. Character Background
2. Downtime
3. Campaign Systems
4. Kingdoms and War

Trust Paizo to dedicate 50-60 pages to things like back grounds and downtime. Anyway the Kingdoms and war part would be interesting both to ye old 80's D&D where it was a thing and due to things like the Stronghold kickstarter. One could also get the page count down a bit looking at the mass combat rules in the BECMI rules cyclopedia. Mass combat rules could also have a section on Birthright so 2 birds one stone there.

Castles and Crusades also has a section on ruler ship tied to level and it take up 1 page. Basically if you found a domain at XYZ level you get this amount of income. Would not be hard to do something similar and have that modified by PCsa actions, a large rich domain could just have a X2 or X3 multiplier for example. ACKS also has a section like that and its closer to 16 pages IIRC than 50 or 60.

So far we have mostly looked at fairly mundane stuff. Spellpoints are in the DMG but how about other spell casting rules. From the old 2E Spells and Magic they had a section on defiling which went into more detail about it than the 2E Darksun rules. Once again you don't need a huge amount of rules to duplicate this and it can combine with the Darksun races in the race chapter. Once psionics comes out you more or less have Darksun covered and you can use the 2E or 4E fluff.

That is roughly all I have so far but we are probably not even at 100 pages yet. A chapter on some of the planar mechanics could cover planescape, a few more races from various settings could be added to the player section, races do not use up much in the way of page stuff. Since you have to sell this book to everyone some more magic items such as the Dragonlances could fit in (auto crit on Dragons?), moon magic from Dragonlance, Greyhawk, Nerath, Cerilia and even the mists mechanics from Ravenloft could fit in as well along with the Day of Dread from Mystara. Most of the settings do not require that much in the way of mechanics, Spelljammer being an exception due to ship to ship mechanics, rules in space, spheres etc. That is more sue to page count issues and 2E rules while clunky you can still use them if you have to.
 

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Please edit your stream of consciousness into a concise summary. I didn't understand what you wanted, and so I skipped the rest of the post to instead make this request.
 

I don't know that D&D needs such a supplement, but it seems like a good idea. I would break it down by setting:

Part 1 - A Multiverse of Players
Chapter 1 Greyhawk: players options
Chapter 2 Eberon: players options
Chapter 3 Darksun: players options
Chapter 4 Planescape: players options
etc.

Part 2 - A Multiverse of Worlds
Chapter 5 Greyhawk: campaign information relevant to Greyhawk
Chapter 6 Eberon: campaign information relevant to Eberon
Chapter 7 Darksun: campaign information relevant to Darksun
Chapter 8 Planescape: campaign information relevant to Planescape
etc.

Part 3 - Master of Settings
Chapter 9 Greyhawk: rules variants for Greyhawk campaigns
Chapter 10 Eberon: rules variants for Eberon campaigns
Chapter 11 Darksun: rules variants for Darksun campaigns
Chapter 12 Planescape: rules variants for Planescape campaigns
etc.
 

I’ve posited before that a logical book to create is an Gazeteer of the Multiverse (my first thought, given the FR character titles, would actually be “Elminster’s Gazeteer of the Multiverse,” with snippets of letters to and from his Wizards Three fellows included throughout the book). It would partly be an introduction to established worlds (an overview, a zoom-in of some area, and a few races/subclasses and monsters unique to that world) and partly a DMs guide to creating and populating their own world (with the conceit of Elminster “discovering” a new world?). Basically the content that dave2008 is talking about, formatted in the manner of the recent Xanathar and Mordekainen books.
 

Deva No.
Half Giant No.
Kreen No.
Giff Maybe.

Changelings. No
Tortles Yes.
Rakasta no.
Warforged no.

So it does not look good for all those races and the final two
Gully Dwarves
Kender
Go back in time and murder the authors. Now It will destroy the earth but I willing to accept that minor problem.
 

I would like something like magic item Compendium from 3.5

But without any weapon or armor/shield with +X to attack/AC

Giving more damage is far better and balanced than giving +X attack.
 

Deva No.
Half Giant No.
Kreen No.
Giff Maybe.

Changelings. No
Tortles Yes.
Rakasta no.
Warforged no.

So it does not look good for all those races and the final two
Gully Dwarves
Kender
Go back in time and murder the authors. Now It will destroy the earth but I willing to accept that minor problem.

I hate Gully Dwarves and Kender as well but Dragonlance has its fans.
 

Really?

You want another book of races?
After the big steaming dump that was Volo's Guide?

The people writing the rules clearly don't have even the most remote grasp on what makes a race functional or balanced, resulting in massively overpowered ones and one's that are complete crap no matter what class you assign to them and others that are just so completely focused on one singular overpowered gimmick and just ruin all character functionality in an attempt to "balance" that to the point they would be better off being a magic item rather than a character.

Until an apology to everyone who bought that book and a total ground-up revision of all the races in Volo's Guide has been done, nothing good can come from another book of races.
 

"Yea Yea! You go hobgoblin!" screams George of Chult the goblin," You try having a three legged race with a triton or a centaur at the family reunion!"
 

I think I proposed a similar book a few years ago. Although, I phrased it more as a hacker's guide, using existing worlds as examples of how to customise settings and homebrew content.

There are quite a few player races that can be added:
Dark Sun
Half Giant
Thri- Kreen
Spelljammer
Giff
Dragonlance
Gully Dwarves
Irda
Eberron
Shifters
Kalashtar
Changelings
Warforged

Really... the above is maybe a dozen pages.

Then you need alternate rules
Kingdom building and management for Birthright. Maybe some mass combat.
Moon magic for Dragonlance
Defiling and bone equipment for Dark Sun
Spelljamming ships and helms for Spelljammer
Dragonmarks and dragonshards for Eberron

Again, apart from the Birthright rules, that's less than dozen pages.

So 24 pages down. 200 to go. :/

Honestly, since the announcement of three settings being detailed this year, I think I'd rather see a small PDF for each setting, like the Plane Shift products for MtG. Each setting doesn't need much in the way of new crunch.
 

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