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Xanathar's Guide to Everything: Dungeon Master's Tools.
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<blockquote data-quote="Mistwell" data-source="post: 7268586" data-attributes="member: 2525"><p>A Facebook link? Dude...come on.</p><p></p><p>Here is the proper video:</p><p></p><p>[video=youtube;Uql9pVc3KHE]https://www.youtube.com/watch?v=Uql9pVc3KHE&t[/video]</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7268586, member: 2525"] 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. [/QUOTE]
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