D&D 5E We are betting a LOT on the DMG.... will it deliver?

Will the 5e Dungeon Master's Guide deliver?

  • It will exceed expectations.

    Votes: 40 27.4%
  • It will meet expectations.

    Votes: 66 45.2%
  • It will under perform, but will be adequate.

    Votes: 36 24.7%
  • It will completely fall short of our expectations / it will be terrible.

    Votes: 4 2.7%

Considering they fit all the combat rules into 10 pages, I think they can probably cram a lot of optional subsystems into 320 pages, as long as they don't go hog-wild with magic items.

Also, are things like the tactical rules module and the narrative rules module still on the table? I remember them getting a lot of buzz around here last year.
 

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Honestly, there's not much more that I need. I'm hoping for a good selection of magic items, some guidelines on monster building, the death domain for clerics, and ... well, that's about it.


I hope they don't spend too much of the space on optional rules that I'll never use.
 

I hope they don't spend too much of the space on optional rules that I'll never use.

That is the big downside to modularity that's been worrying me... nobody will use all the modules, so if the DMG presents a number of modules, everybody will regard some of them as dead space.
 

We are betting a LOT on the DMG.... will it deliver?

Ah, the forced "We" to imply that you are speaking for everyone.

At least I am not betting a lot on the DMG.

I am looking for magic items and maybe some insight into Monster creation /customization. Also, optional rules regarding skills and maybe tactical combat rules would be nice.

Everything else is just a Bonus for me.
 

It will fall short.
WotC hyped the modularity of 5E too much and in my opinion the DMG won't deliver all the options people want.

It will be in the DMG has become the standard response when someone missed something in the rulles or found the current implementation lacking
 

This is a good selling point for WotC, include optional rules of play and not only will the people that DM D&D buy the book, but so will players. Then the players and / or DM can add rules rules to their game as they see fit. Maybe this is a good thing, we will see.

It will fall short.
WotC hyped the modularity of 5E too much and in my opinion the DMG won't deliver all the options people want.

It will be in the DMG has become the standard response when someone missed something in the rulles or found the current implementation lacking
 

I would be pleased if i knew WotC was already working on a DMG 2 in a year or a year and half's time with all the stuff they couldn't fit into the DMG. Maybe 2 years. MM2 in one year, DMG2 in 2 years. All the interim space will be filled by 3pp and fan creations, no doubt.
 


While MM2 might happen, there isn't going to be any PHB2 or DMG2. It just isn't part of their publication strategy for 5e.

While there may not be a "Player's Manual 2" in name, eventually, there will be sufficient add-on classes, subclasses, and such to justify such an item.

And, After all, the first "PHB2" was called "Unearthed Arcana"... if you knew the AD&D 1E game already, you didn't need your PHB for Char Gen until time to do shoppy-store.
 

While there may not be a "Player's Manual 2" in name, eventually, there will be sufficient add-on classes, subclasses, and such to justify such an item.

And, After all, the first "PHB2" was called "Unearthed Arcana"... if you knew the AD&D 1E game already, you didn't need your PHB for Char Gen until time to do shoppy-store.
Well they've said they'll be releasing such content in sourcebooks and adventures. Makes sense, really. Artificer, for instance, would probably be in either the Dragonlance or Eberron book, more Greyhawkian spells (I want my Tenser's Transformation, dammit!) in the Greyhawk sourcebook, etc.

I think if there were an Unearthed Arcana that they might hew more towards advanced rules and classes, maybe even prestige classes than merely a "PHB2".
 

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