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What do you want in the revised DMG?
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<blockquote data-quote="Gustavo R" data-source="post: 8664799" data-attributes="member: 7036585"><p>I want more math in the DMG:</p><p>1. Just basic tips for creating your world and campaigns. They can delve into this subject in online tools, like a monthly issue or something.</p><p>2. Understand the math behind the classes. If I need to create a class or a subclass, what's the math? How do balance them with each other?</p><p>3. Understand how to create races from scratch (<a href="https://www.skullsplitterdice.com/blogs/dnd/dnd-custom-race-guide" target="_blank">example</a>).</p><p>4. An easy system to create your monsters from scratch. The rules in Chapter 5 of the DMG are very complicated and not very intuitive. There must be a system to determine the CR of the monster (<a href="https://drive.google.com/file/d/18zlagYm9mRaUseNoq4EvwP_lhXrdd1Lf/view" target="_blank">example</a>).</p><p>5. Some sort of clear guidance for creating encounters.</p><p>6. More variable rules to play in "easy", "hard", and "very hard" modes.</p><p>7. Rules for creating your spells. Why do spells of the same level deal such different damage? How do balance them with each other? How do determine a spell's level?</p><p>8. How to calculate the rarity of a magic item?</p><p>9. Better Table of Contents and Summary.</p><p>10. Good graphic design (for some reason, the graphic design of the D&D books is frozen in time).</p></blockquote><p></p>
[QUOTE="Gustavo R, post: 8664799, member: 7036585"] I want more math in the DMG: 1. Just basic tips for creating your world and campaigns. They can delve into this subject in online tools, like a monthly issue or something. 2. Understand the math behind the classes. If I need to create a class or a subclass, what's the math? How do balance them with each other? 3. Understand how to create races from scratch ([URL='https://www.skullsplitterdice.com/blogs/dnd/dnd-custom-race-guide']example[/URL]). 4. An easy system to create your monsters from scratch. The rules in Chapter 5 of the DMG are very complicated and not very intuitive. There must be a system to determine the CR of the monster ([URL='https://drive.google.com/file/d/18zlagYm9mRaUseNoq4EvwP_lhXrdd1Lf/view']example[/URL]). 5. Some sort of clear guidance for creating encounters. 6. More variable rules to play in "easy", "hard", and "very hard" modes. 7. Rules for creating your spells. Why do spells of the same level deal such different damage? How do balance them with each other? How do determine a spell's level? 8. How to calculate the rarity of a magic item? 9. Better Table of Contents and Summary. 10. Good graphic design (for some reason, the graphic design of the D&D books is frozen in time). [/QUOTE]
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What do you want in the revised DMG?
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