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D&D 5E What I'd Like to See Included in 5e Settings

Cadriel

First Post
The single thing that made the biggest impression on me when I was getting into the 5e books was the way that so many parts of the "crunch" in the game allow it to be re-configured and tweaked. It immediately made me realize that 5e is a great platform for defining a setting, because there are a great number of places to integrate the setting assumptions into the game. Here are the areas that I'd like to see used to define a world; if done right, I think the game could be totally in the familiar framework of 5e while not being driven by classic D&D assumptions that were executed so well in the core books:

Races: I think there is plenty of room for new subraces and rare races. A setting might have different elves, but it could also have completely new races. Both options are sound.

Classes: Here I am skeptical of introducing new classes. 5e D&D has a pretty thorough set of useful PC classes, and there is a ton of design space in the sub-classes defined variously as archetypes, domains, schools, paths, etc. For instance, I'd rather see a ninja type as a Rogue Archetype than a "Ninja" class. The exception is alternate power sources for spellcasting characters; there may be a need for a Sha'ir type class, for instance, if Al-Qadim ever makes it to 5e. But I'd rather see settings work with existing classes first, and only define new ones as a last resort, and do so on an equally broad basis.

Backgrounds: This is a place where settings can really shine. A good set of backgrounds will do a lot of the DM's work in making the PCs feel like they are organically part of the setting. If done well, the players will immediately understand a lot about what the world is like, and their characters' places in it.

Equipment: This whole chapter could be re-done in a sufficiently ambitious setting. A new Trinket table to replace the PHB's version would be an excellent place to hint at the world's mysteries.

Spells: I think picking new spell lists for alternate caster types might be in order here. One approach that makes things interesting without reinventing the wheel too much is to have spells switch out damage types; for instance, using Acid or Psychic damage types on damage-dealing cantrips.

Monsters: This should be pretty obvious, to be honest; new settings should have as many monsters as page counts allow. If necessary, a whole book full. The presentation in the Monster Manual with key details highlighted in bullet points is an excellent way to convey new monsters to a DM. Attention should be paid to the NPC types and animals as well as the more exotic creatures.

Encounter Tables: There is one small sample in the DMG; a good setting might have 10 pages of similar charts, defining the monsters that live in each of its areas.

Adventure Environments: A really ambitious setting could reinvent much of the material in chapter 5 of the DMG. Dungeon features, monuments, weird locales, weather, and settlements are all great ways to make the unique features of the setting accessible and up-front in adventures. For instance, the local culture might be known for its massive underground chambers, or the weather might be arctic or desert or tropical, or the pattern of settlements might be idiosyncratic, or any of the underworld traps etc might use different principles. There's a lot of room here to customize D&D to a setting's underlying assumptions.

Magic Items: There's a lot that can be done here. Arguably the whole thing should be rewritten, but at least some components may allow re-theming, for instance changing up the wand / staff / rod archetype into different magical instruments. Magic weapons need a different paradigm, for instance a magic sword might be more of a scimitar or a katana instead of a long sword.

Running the Game: I'd love to see a new list of diseases and poisons for an alternate setting. There's some good design space here that I don't think is utilized often enough.

Rule Variants: These can obviously go as far as you're willing to go.

Dungeon Dressing: Another space I don't see changed up a lot, but this is an area where a lot of the physical texture of a setting can show up.

I could easily see a 5e setting with hundreds of pages of material, without feeling like it was overwhelmed with "fluff" or filler. There are so many areas where it's possible (arguably even desirable) to give the players and DM the kind of tools that make the whole game "feel" like an exotic setting, both in big-picture things like classes and monsters, and in the little details that are often hard to get right, and to do it without requiring anybody to get a PhD in the setting.

Any other thoughts on what could be customized in a setting? Anything that you feel shouldn't be and should stay so that it's still "D&D"?
 

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When the Forgotten Realms setting is released I would (in addition to the wonderful list above) love to see a section detailing play set in various eras of history. A guide full of suggestions, plot-hooks, elven high magic and mythalars.
 

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