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%

Other: Worldbuilding guidelines. Specifically demographics - and let's go a little further than 3e did. The default demographics were nice, but I'd like to see some discussion on how altering demographics should change the world. Discuss what happens when clerics are very rare, or very common, for example. Discuss communication and travel times (both for PCs and for things like armies). Help GMs make worlds that play out in a consistent, reasonable manner.
 

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Other: Worldbuilding guidelines. Specifically demographics - and let's go a little further than 3e did. The default demographics were nice, but I'd like to see some discussion on how altering demographics should change the world. Discuss what happens when clerics are very rare, or very common, for example. Discuss communication and travel times (both for PCs and for things like armies). Help GMs make worlds that play out in a consistent, reasonable manner.

While I agree this would be awesome, I can't help but feel that's the stuff for Dragon magazine articles, not the official rule book.
 

"Transparent math assumptions/approximates"
Things that break down the math assumptions allowing us to tweak or craft monsters and traps.
 

Surprised rules for crafting new races/subraces and especially monsters weren't among the poll options. Those are probably my top two demands (along with crafting subclasses).
 


Most of this stuff is pretty good. About the only thing I would add to that list is a Morale System. Although, I suppose, that would be covered in the 1e/2e module, so, maybe it is in there anyway. :D
 

Other: Worldbuilding guidelines. Specifically demographics - and let's go a little further than 3e did. The default demographics were nice, but I'd like to see some discussion on how altering demographics should change the world. Discuss what happens when clerics are very rare, or very common, for example. Discuss communication and travel times (both for PCs and for things like armies). Help GMs make worlds that play out in a consistent, reasonable manner.

While I agree this would be awesome, I can't help but feel that's the stuff for Dragon magazine articles, not the official rule book.

I would love them to include that, but do you think they will have enough space in the 1st DMG considering all the add-on modules they have to include? They will also have random encounter tables and magical items. Perhaps I am overthinking how much space the modules are going to fill.
 

This may sound like a smart alec answer to the initial question but...my simple answer to what I need in the Dungeons Master's Guide? What I need to run D&D that's not covered in the Player's Guide and Monster Manual.
I expect stuff like: xp/advancement, monster design, adventure design, campaign design and management, running the game, magic items, advice on Dming, NPC stuff, etc.
 

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