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D&D 5E What's still missing?

Okay, so we have a general idea of what's in the DMG at this point. And we have at least some idea on what some early online supplements are likely to be.

So, leaving those aside, focusing only on stuff we haven't seen mentioned, what do you think is still missing?

In my case? The first that comes to mind is actually rules for higher-level/non-horse paladin mounts. They were in some of the playtests, but for some reason didn't make the PHB. I honestly expected them to appear in the DMG, but all signs point to no. :(

Sure, I can--and if necessary, will--make it up based solely on eyeballing figures and educated guesses, but I'd really hoped to see it addressed.
 

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Apparently, nothing is missing. Huzzah! WotC have done the impossible and placated everyone, even before the DMG is released!
 

some actual settings with actual campaign guides. the Netheril: Empire of Magic boxed set is probably the gold standard for me.
 



I think even discussing this at this point is futile. Wait till we've got the book in hand, then we know for sure what is missing. Anything else is speculation. I don't think we DO have a good idea of what exactly is in there. I've heard conflicting stories about ruling Domains and such.
 

Did we ever find out if the DMG contains guidelines for starting above 1st level? If not, that would be the big thing for me.

What would be needed? Without magic items being part of the expected math, and not for purchase, you don't need any extra starting gold. Otherwise you just run the game as normal. Tell your players "Make X level characters". Play. What kind of guidelines were you expecting?
 

What would be needed? Without magic items being part of the expected math, and not for purchase, you don't need any extra starting gold.
Tell that to my 13th-level wizard as he tries to figure out how to pay for spell components with price tags 1K and up. Maybe the fighter can tool along merrily without a penny to his name; spellcasters are another matter. (And even the fighter has to shell out for armor. Full plate is far beyond the reach of a starting PC.)
 

Tell that to my 13th-level wizard as he tries to figure out how to pay for spell components with price tags 1K and up. Maybe the fighter can tool along merrily without a penny to his name; spellcasters are another matter. (And even the fighter has to shell out for armor. Full plate is far beyond the reach of a starting PC.)
I think the amount of money the characters have at that level will vary widely by campaign, anyway. I imagine the official WotC advice would be to wing it.

If it were my game I'd probably give everyone (1d4+6) x 1000 gp, and choose somewhere between one and two extra spells per character level for the wizard. (He's already choosing two spells per level on his own, IIRC.)

You don't have to hand out magic items at all, but I probably would. I would not let the players select them, however; gone and forgotten are the days when I let magic items be considered an integral part of a character build. At level 13, maybe one rare, one uncommon and one or two commons per player?

That's enough to get them off the ground. If you disagree, then you probably have some other numbers in mind -- why not just go with those?
 

I think the amount of money the characters have at that level will vary widely by campaign, anyway. I imagine the official WotC advice would be to wing it.

If it were my game I'd probably give everyone (1d4+6) x 1000 gp, and choose somewhere between one and two extra spells per character level for the wizard. (He's already choosing two spells per level on his own, IIRC.)

You don't have to hand out magic items at all, but I probably would. I would not let the players select them, however; gone and forgotten are the days when I let magic items be considered an integral part of a character build. At level 13, maybe one rare, one uncommon and one or two commons per player?

That's enough to get them off the ground. If you disagree, then you probably have some other numbers in mind -- why not just go with those?
Sure, I can work something out on my own, but this is something that will come up in most campaigns--even a campaign that starts at level 1 is likely to have new PCs joining the party now and then. It would take very little space in the DMG, and it would be very helpful to have some idea what the financial needs of PCs are at a given level. How much gold do I need to give the PCs so that they can afford some of the stuff they're likely to want, but not all of it? And it'd be nice not to have to think about it. I've got enough on my plate. I'd like to be able to just say, "Starting gold? Eh, whatever the standard number is," instead of trying to decide on a suitable number.

I mean, look--everything in the DMG is stuff that I could do on my own. I can make up magic items, design PC races, invent a cosmology, think up exotic poisons, and on and on. I don't need a DMG to run a campaign, the PHB and the Monster Manual are perfectly sufficient. But having a DMG is useful, because it means I have the benefit of professional game designers working out all this stuff for me, instead of just winging it. I know it'll be reasonably well designed and I don't have to mess with it unless I choose to.
 

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