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D&D 5E Xanathar's Guide to Everything: Dungeon Master's Tools.


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I like the part where they explain that yes, there's so many DM tools in the book, they named the second chapter Dungeon Master Tools.

More seriously, though, not much here in the video we didn't get from the index. Got downtime, encounter building, and more traps. Got some more magic item stuff. New spell stuff. Mentioned that there's new ways of building magic items, so that's a thing that wasn't directly on the index, I guess. Granted, all they need to do is spend three paragraphs, and its an improvement over the DMG.
 


https://www.facebook.com/dndbeyond/videos/1718960651456094/

Ooh, does this count as me being first to post? SWEET SWEET XP!

A Facebook link? Dude...come on.

Here is the proper video:

[video=youtube;Uql9pVc3KHE]https://www.youtube.com/watch?v=Uql9pVc3KHE&t[/video]

Summary: A chapter of the book which serves as a companion to the DMG. Filled with an array of options which touch on almost every aspect of the game. They are all new options, which you use as you see fit. Some of the rules in the DMG will be revisited, such as: Downtime system (magic item building), Traps, and Encounter Building (better way to determine if a combat encounter will be a TPK), all with fresh takes. All of the new approaches are somewhat like an extrapolation of the existing rules, simply presenting them in a new way. The chapter will include random encounters, including non-combat encounters, in tables, geared to terrain types for example. The chapter also includes a new way to roll for magic items, which is less randomized and more geared towards a DM who wants to make more personalized choices as to the items found, while still maintaining the same quantity of items found from the DMG. It also includes better guidelines on how many magic items to put in an adventure, and better separates minor and major items. There will be a new array of common magic items. There will be some rules clarifications too, like what happens when you fall from a great height, or cast a spell with an invalid target, how to use area effect spells with a grid (with more diagrams), and what happens if you go without sleep, or try to tie a knot, or use a tool proficiency in interesting and creative ways.
 
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If common magic items are so common, how come they've been so hard to find until now?
Silly adventurer only commoners find common magic items. Get your nose out of the air and look around.
Personally as an adventurer I would not soil my backpack with a common item.
 

I do believe the DMG defines "common" for magic items in relative terms.

I misunderstood. I thought Jeremy Crawford was saying it was a new category of item. I can see now they're only adding to a preexisting category because there are so few items currently representing it.
 




No embed, no transcript, no XP. The ability to hastily copy and paste a URL is insignificant next to the power of typing an actual post.

[video=youtube;3nSpDEFO3tY]https://www.youtube.com/watch?v=3nSpDEFO3tY[/video]

Yes, but... first!

More seriously, though, not much here in the video we didn't get from the index.
I liked that he expanded on what we're getting by explaining that they're showing us "under the hood" of several mechanisms in the DMG.
 
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