What will the DMG#'s have?


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I think all of the above--different environments, different campaign styles (horror games, war-based games, etc.), different play styles (grim-n-gritty, high magic), maybe even different cultural settings (Oriental Adventures, Arabian Adventures)--are all viable ideas for future DMGs.

(Though I'd personally still rather see individual books for different cultures, I think making them DMG-based could work.)
 

Most of what's been mentioned before: environments, traps, items and the like.
I think we'll also see:

1. campaign planning advice
2. Advice to GM's on how to handle certain play styles and situations
3. Variant rules like UA had.
4. in-depth Villain creation
5. Rules philosophy and why certain things work the way they do
6. Advanced optional rules that add more depth or complexity (for instance, if AoO were gone in 4E, then a DMGn would be where we'd see that again for people who liked that sort of thing).
7. Complete mini-settings like Polyhedron or whatever used to have
8. Stronghold rules
9. Magic Item creation rule variants
 

Errata?

Prestige "Paths"/Classes?

New traps, Adventure Ideas, Updated Magic Item Tables, Updated Terrain Encounter Areas, Monster combos, Sample explanations for incoming races and monsters.

Mini-games : Social Encounter System, Kingdom Management System, Mass Combat System, Guild Management System, Horror Encounter System.

Paradigm Shift Rules: Moving Technology/Magic Up and down levels. What does the era of Primal Magic look like or Eberron 2525?

That's some of the things that interest me.

Edited: because I suck at spelling...
 

WayneLigon said:
Most of what's been mentioned before: environments, traps, items and the like.
I think we'll also see:

7. Complete mini-settings like Polyhedron or whatever used to have

Isn't this our new campaign setting once a year? :heh: Granted waiting 5 years for Spelljammer may suck, but wouldn't DND Insider cover me now? This is just the one thing I think will not be in the new DMG. :D
 


What about the corollary? If the DM# has all of the environment and rules for different tones (horror, war, etc.) as well as new rules for non-combat adventures (running a kingdom, etc.) and the PH# has all the current material from class and race splatbooks, as well as new power sources, what’s left for the rest of the year? Figure PH, DM and MM each are the showcase product for a month, maybe 3-4 bigger adventures (assuming WOTC even makes adventures after the first few years of 4E), and what’s left for the rest of the year? Only campaign specific books?
 

Aloïsius said:
I hope there will be alternative gameplay : rule modification/option to have grim'n gritty, high fantasy or wuxia feeling. Think unearthed arcana on steroid.


I have a feeling this is what they'll contain, and despite the fact that they will not be updating the rules during the new edition, I would bet my pants that they at least offer some suggestions on how to fix some of the issues that will inevitably arise in the new edition.

This is more slow evolution than 3.0 to 3.5, and it puts the rules updates and changes squarely in the hands of the DM, who can decide to incorporate them or leave them out.
 



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