D&D 5E What Do You Need From The DMG?

What DMG options does your game need?

  • 1e or 2e module

    Votes: 51 32.3%
  • 3e module

    Votes: 30 19.0%
  • 4e module

    Votes: 27 17.1%
  • Tactical combat system

    Votes: 78 49.4%
  • Alternative healing options

    Votes: 88 55.7%
  • Alternative XP/levelling options

    Votes: 69 43.7%
  • Lingering wounds system

    Votes: 73 46.2%
  • Narrative/fate point system

    Votes: 59 37.3%
  • Fear/horror/sanity erosion system

    Votes: 67 42.4%
  • Firearms

    Votes: 49 31.0%
  • Mass battle system

    Votes: 89 56.3%
  • Realms management ('Birthright') system

    Votes: 89 56.3%
  • Magic item crafting

    Votes: 91 57.6%
  • Subclass crafting

    Votes: 84 53.2%
  • Other

    Votes: 42 26.6%


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One important option I missed was alternative magic systems, such as spell points or low-magic. So if that's important to you, come talk about it here. :)
[MENTION=56051]Raith5[/MENTION], I don't know exactly what a 1e/2e module would include. But I predict that the edition-emulation modules will include sets of options mentioned elsewhere. So the 4e module will definitely refer to the tactical combat option, and the 1e/2e modules (I grouped them because the rules for these editions are quite similar) is likely to include true-Vancian and low-healing options, among others.
 

I really like this thread, and love the options that you put into it. With the options I selected you could run anything from a board-game like dungeon crawl, to a simulationist world building campaign. I think I might get half of what I want from the DMG, but have high hopes they will add splat books that give me the rest of the options. I think I will get a lot more from 5e than 3e or 4e, so I am really looking forward to it.

I agree, i think the modularity of 5e is its most powerful selling tool. If they do it right, even if it means a DMG 2 with even more options middle of 2015, I dont mind. It could be the greatest DnD of all time - a tailored DnD that everyone loves!
 

Is it wierd that I voted for all of those options and other even though I might not use some of them? Also this dmg has me more excited than most of the dmgs from previous editions because of all the modular stuff. Most dmgs are useless for me except for treasure tables because they just repeat themselves from previous editions. I think the only thing I used 4th edition dmg for was templates.
 

Great thread. Strangely I'm more interested in the 5e DMG than any of the other 5e core books, for me that was never the case with any previous edition.(That's not to say that there wasn't some great material in previous DMG's. It just never generated this much excitement.)
 

If the current scheduling holds, the DMG won't need to go to the printers until early September which is a full month of PHB in the wild and more than a month of BASIC.

Hopefully that will allow time to make sure major playstyle omissions have time to be addressed with options added in the DMG. Although given how consistent online edition wars have been over specific items I expect most of these are known issues (HP definitions, multi-classing, action economy, alternate weapon charts, alternate armor charts, stat cap or no, skills, true Vancian, true AEDU, world sim vs. narrative sim, Combat as War vs. Combat as Sport, Director stance and Dissociative mechanics, etc.)
 

One important option I missed was alternative magic systems, such as spell points or low-magic. So if that's important to you, come talk about it here. :)
I read somewhere, but I forget where, that spell points will be in the 5e DMG as an option.

I voted for various things - 1e module, mass battle system, magic item crafting (ideas), etc. - and "other": I want guidelines on how to build...

- an adventuring world or area or region, with examples of different types (an ice world, a desert world, a multi-planar setup, etc.) and ideas on how to create pantheons, histories, etc. Also some basic pointers on real-world geography and geology - so many otherwise-excellent fantasy settings are (for me) ruined by awful mapping of impossible features and-or a complete lack of imagination in their design
- a town or city, via a design kit that does some of the heavy lifting for me; towns and cities are neat to adventure in but a pain to design and populate properly
- a dungeon or adventure. Some DMs seem able to do these from birth. Others can't write a decent adventure no matter what they do; this section would help these.

I'd also like functional grappling and pursuit rules, but I think I'm asking for the moon here. :)

Lanefan
 

One important option I missed was alternative magic systems, such as spell points or low-magic. So if that's important to you, come talk about it here. :)

Mention of slott-less magic is the one thing that made me stop outright dismissing the whole rules system.
 


- sidebar: What Would Shakespeare Do?

Hopefully this sidebar would start by explaining that the DM is not bloody Shakespeare and his hackneyed tale is not so important that he can feel free to push the PCs down the path to his sub-par re-enactment of a Buffy episode which was itself rather derivative!

< twitch >

Met too many DMs who thought they were Shakespeare when they were actually Dean Koontz on a very bad day.
 

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