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Why is tradition (in D&D) important to you? [+]
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<blockquote data-quote="Yaarel" data-source="post: 8454755" data-attributes="member: 58172"><p>I am satisfied how 5e has one-off world settings, while making it easy to plug-and-play adventures into any setting.</p><p></p><p>I prefer having EVERY mechanical rule in one book. This is somewhat true in 5e where the Players Handbook includes everything that a player (and a DM) needs to know to run a game. However some of the necessary information, such as exploration and adjudicating skills for social reaction, spills over into the DMs Guide, but needs to be in the Players Handbook. Such a hassle jumping back-and-forth for clarification! The Players Handbook is more helpful when multiverse agnostic and world agnostic. Rely on the DM to purchase or create a setting for the Players.</p><p></p><p>The DMs Guide is great for worldbuilding advice. Move multiverse settings data out of the Players Handbook and keep all setting assumptions here in the DMs Guide. ALL religious stuff belongs here too, as part of worldbuilding. Generally, D&D needs a "kitchen sink" approach to religions. Then let the DM decide on any religious beliefs or customs that are setting specific (multiverse, world, regional, or local setting). I like magic items in the DMs Guide (and theyre a mechanical incentive to purchase the book).</p><p></p><p>I am flexible yet prefer dividing up monsters by planes − Ethereal (including Fey, Shade, and Elemental) and Astral (including Celestial, Fiend, and Aberration), and by official world settings (Forgotten Realms, Eberron, Darksun, Ravnica, Ravenloft, Strixhaven, etcetera). But of course encourage the DM to plug-and-play into any setting.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8454755, member: 58172"] I am satisfied how 5e has one-off world settings, while making it easy to plug-and-play adventures into any setting. I prefer having EVERY mechanical rule in one book. This is somewhat true in 5e where the Players Handbook includes everything that a player (and a DM) needs to know to run a game. However some of the necessary information, such as exploration and adjudicating skills for social reaction, spills over into the DMs Guide, but needs to be in the Players Handbook. Such a hassle jumping back-and-forth for clarification! The Players Handbook is more helpful when multiverse agnostic and world agnostic. Rely on the DM to purchase or create a setting for the Players. The DMs Guide is great for worldbuilding advice. Move multiverse settings data out of the Players Handbook and keep all setting assumptions here in the DMs Guide. ALL religious stuff belongs here too, as part of worldbuilding. Generally, D&D needs a "kitchen sink" approach to religions. Then let the DM decide on any religious beliefs or customs that are setting specific (multiverse, world, regional, or local setting). I like magic items in the DMs Guide (and theyre a mechanical incentive to purchase the book). I am flexible yet prefer dividing up monsters by planes − Ethereal (including Fey, Shade, and Elemental) and Astral (including Celestial, Fiend, and Aberration), and by official world settings (Forgotten Realms, Eberron, Darksun, Ravnica, Ravenloft, Strixhaven, etcetera). But of course encourage the DM to plug-and-play into any setting. [/QUOTE]
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Why is tradition (in D&D) important to you? [+]
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