D&D 5E (2024) WotC Should Make 5.5E Specific Setting

The point is that with what I came up with they are not newcomers. They were there and are native, and are important to the setting. And I could come up with dozens of other ways that they were there are along and important to the setting, just not in the forefront of gameplay up until now.

This is not rocket science and does not require a 7th(at least) kitchen sink setting to be made.
You came up with the idea.
WOTC didn't do it.

The gripe is that WOTC put it in the core book, plastered them all over their supplements as art, but didn't come up with a similar idea.
 

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You came up with the idea.
WOTC didn't do it.
That's the point. WotC doesn't need to create a brand new setting every time something changes in the rules. People who play this game are plenty capable of spending a few seconds to do it themselves in one of the many kitchen sink settings already out there. We don't need yet another kitchen sink just to save you a few seconds of coming up with something for your game.
The gripe is that WOTC put it in the core book, plastered them all over their supplements as art, but didn't come up with a similar idea.
Would it help you if instead of creating yet another kitchen sink setting the game doesn't need, they wrote down a few ideas for you in an article and put it out there for you to read and use if you wanted to?
 

That's the point. WotC doesn't need to create a brand new setting every time something changes in the rules. People who play this game are plenty capable of spending a few seconds to do it themselves in one of the many kitchen sink settings already out there. We don't need yet another kitchen sink just to save you a few seconds of coming up with something for your game.
The players can also go to websites like DM's Guild, Drive Thru RPG and those belonging to well-known homebrewers to find stuff for their own personal settings. When you have all of these online resources available to you, WoTC doesn't really need to a lift a finger and create a new setting anymore. Someone is already doing them a favor.

You can thank the internet for that. :p
 

Yeah. If you're new you should start small, dealing with much smaller groups and power structures. The first time I picked up the DMG to try my hand at DMing I would have been overwhelmed by all of those major areas and power structures.
There's probably a thread about it already...but....

I advise people to start with a small amount of BIG. Have a concept of your world's mythology, if only a framework to fill in as you go i.e. "Is their a god of knowledge, was their an ancient empire, what flavor is the starting kingdom? Merely paragraphs unless you are into it.

Then create the SMALL starting area basics. Make sure to have a cliche tavern! NPCs to talk to at various shops. Pick three power bases in the town. Pick three secrets (who was the guy that wrote about this?).
 

Maybe, but I'm not convinced. Slots are really easy. Spell points are a resource that has to be tracked, can generally be applied as you will for more or less high/low level spells, depending on how you spend them, and so on. To make them simpler you'd have to restrict how you spend them, such as you can only spend them on a max of 4 per spell level up to say 6th level, and then a max of 2 per spell level after that, which is essentially just putting you back at slots.
spell points are a resource that needs to be tracked, however, spell slots are multiple separate versions of a resource that also needs to be tracked, which is simpler? 'you have 20 spell points which all your spells use some amount of' or 'you have three 1st level slots, you have three 2nd level slots, you have two 3rd level slots and one 4th level slot, and you can only cast some spells with some slots because the other's aren't big enough'
 

Would it help you if instead of creating yet another kitchen sink setting the game doesn't need, they wrote down a few ideas for you in an article and put it out there for you to read and use if you wanted to?

That would be at least something.

More useful that 20% of the settings that got official books or articles.
 
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Something my DM told me several years ago:

"If you are eating an elephant, eat it in small bites."

As everyone knows, an elephant is the world's largest land-dwelling mammal. You cannot eat it in one sitting. You have to eat it in small bites over a period of time. The same thing goes for creating a setting. It's going to take a lot of time and effort to create one. Then you have to let other people see it, playtest it for you and then listen to their feedback.
 

spell points are a resource that needs to be tracked, however, spell slots are multiple separate versions of a resource that also needs to be tracked, which is simpler? 'you have 20 spell points which all your spells use some amount of' or 'you have three 1st level slots, you have three 2nd level slots, you have two 3rd level slots and one 4th level slot, and you can only cast some spells with some slots because the other's aren't big enough'
Slots are much easier. I have 3 1st level slots, and 5 1st level spells to pick from. With points I have to worry about using too many here and not there. How many do I have to save for future encounters. The temptation is large to use a lot more lower level utility spells out of combat, messing up your combat effectiveness. It's just all around more complicated.
 

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