What info would you want in a New DM only book??

TSL said:
Wolfen Priest,

You're on, but you don't have to shell out $50.

You'll have to wait another 8 months or so, though.

:D

Nice! I think a product like that is long overdue. Also, I have no idea how far along you are or what contracts you may have signed, but I would think such a product would be perfect for PDF format; lower overhead, lower cost, more sales, etc... Can't wait to get my hands on it. :)
 

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Re: Re: Re: NPC's

Plane Sailing said:


One might hope that their selection of skills and feats were chosen a little more carefully ;)

I'm not saying you're saying this, but this often means that those selections are made for optimal combat power. In other words, munchkinized. The NPCs in the DMG are something along the lines of what Sean Reynolds said on another thread about the Iconics - they're sub-optimal. I think that's an unfortunate term to use, because it actually makes the characters more versatile, or at least more conducive to roleplaying rather than focusing on combat ability.
 

Two or three each of new (or slightly modified) core classes, prestige classes, feats, spells, core races, magic items (with prices), etc. Each with explanations of how they were built, non-obvious loopholes and other mistakes that were initially made and later corrected, minor pointers on how to fit it into your campaign, and the like. Maybe one or two examples of things that almost made the PHB/DMG/MM but didn't. As well as more guidelines for creating/modifying what you have overall.

Genre modification ideas and house rules. There's been enough interest in a VP/WP system, if it ports well it'd be nice to see the D&D equivalent. Ideas for running low or high magic campaigns, beyond the blurbs in the DMG, as well as running games that range farther afield (removing a core class, no magic, only arcane/divine magic, etc.) Especially guidelines for "if A, than change B to pick up slack". (F'rex, undead and damage in a clericless world, or DR monsters in a low magic world.) Mood-setting tips also go here. Also add adventure locales other than dungeons, and how to deal with the expanded decision tree. Maybe even a synopsis of a newly created world, Dungeoncrafting style.

Advice for working around sticky situations, be they in game (my players always scry their enemies, have a friend teleport them, and cast disentigrate on their normal, haste, and quickened actions. How do I level the playing field without making everyone mind-blanked?) or out of game. FAQ's for tricky parts of the rules are nice, too. But most important for the DM's who need this book is how to deal with problem players/groups. Especially the need to say no occasionally, how to try to resolve the problem without kicking the player out, and realizing that sometimes you just have to break the group up or quit for your own good.

Explanations on the difference between a prestige class, a tweaked core class, and a multiclassed character to match an image. Showing where each works best, with maybe a quick NPC to show how each would work. (E.G: A Wizard with one level of monk as another way of making the active Seeker of Wisdom or a more westernized hero or adventurer monk, a Fighter with Knowledge: Nobility and Diplomacy as a noble knight, and the Dwarf Paladin whos calling lead him to become a Dwarven Defender.) All that would be really needed is level(s), feats, and maybe skills to focus on.

Tips on dealing with (or avoiding) touchy subjects in game. This'll be a short chapter, but priceless for the novice DM. And maybe some NPC/adventure templates, some pointers on different styles of play (one off, short, campaign, extended campaign, goofy, dark, etc.)
 

300 pages of useful tables covering castle building, hirelings, a religion generator, etc. Basically take many of the things hand made by the good people here and put them in one place...
 


I'd be really interested in something that was suggested in the high-level encounters thread: a book of monster tactics, explaining the various strengths and weaknesses of various monsters so the DM can use them to maximum advantage.
 

Monster building
adjusting cr/el xp rules since people don't like the option of adjusting it if pcs blow through it.
building costing/time from the first ed DMG
 


300 pages of useful tables covering castle building, hirelings, a religion generator, etc.
A religion-generator table? "Hmm...monotheistic...chaotic...neutral...frog totem..." I'm not sure how that would play out.
 

Level Advancement without combat to handle training times, travel times, and other periods of downtime.

For example, I'm reading the Black Company and they spend a lot of time on the road.

Of course being on boats also tends to eat up lots of time.
 

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