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

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.

Yeah, common items were essentially just your basic potions, not much else to them.
 

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I'm assuming the common magic items will include permanent common items. Right now they're all consumables (though I did run into a permanent common item in Out of the Abyss, so maybe other adventures also have them). Permanent ones might be interesting.
 

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.

Yeah, it was pretty boring. No real insights or new information. It does all sound useful stuff, to be fair!

I’m curious to see the common magical items list; will ammunition and weapons of +0 make an appearance, for example?
 

The one thing I thought was pretty neat is the way Magic Item Distribution is assumed. They outright say they expect overall that players will collect 100 items in their career. Going by the tables, I'd also assume that this would mostly manifest as scrolls, potions, and other items with limited uses.

Otherwise, not the most exciting news.
 

Yeah, it was pretty boring. No real insights or new information. It does all sound useful stuff, to be fair!

I’m curious to see the common magical items list; will ammunition and weapons of +0 make an appearance, for example?

It's probably more along the lines of a continuous light lantern or a mechanical toy that obey simple commands. Things that add flavor to the game but not necessarily useful for combat.
 

They've said previously that they're doing a bit of errata with spells. I wonder if that will happen with magical items as well? Driftglobe, for instance, should really be a common magical item, and winged boots should be rare, or made weaker.
 

Although I am still excited about Xanathar's, I was a little disappointed with the DM Tools and downtime section since seeing the ToC. So much of it seems like rehash and revision of what we've already seen, and hardly anything new. Unfortunately, this reveal just affirms that.

I would have liked to see more expansive, additional offerings. Crafting magic items, building a stronghold, mass combat, henchmen... All would have been cool additions.
 

Although I am still excited about Xanathar's, I was a little disappointed with the DM Tools and downtime section since seeing the ToC. So much of it seems like rehash and revision of what we've already seen, and hardly anything new. Unfortunately, this reveal just affirms that.

I would have liked to see more expansive, additional offerings. Crafting magic items, building a stronghold, mass combat, henchmen... All would have been cool additions.
They tested out some of those things in UA, but Mearls said they didn't reach the 70% approval threshold for inclusion.

I want mass combat rules, but I appreciate that they didn't rush out with the first or second idea they had for it.
 

They tested out some of those things in UA, but Mearls said they didn't reach the 70% approval threshold for inclusion.

I want mass combat rules, but I appreciate that they didn't rush out with the first or second idea they had for it.

I still half-expect the domain and mass combat rules to end up in a book with planar travel and the like as a sort of High Level Campaigns supplement.
 

Into the Woods

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