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4 months ago ::
Feb 05, 2013 - 9:10AM
#1
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Date Joined:
Apr 20, 2011
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Hi everyone. I unfortunately haven't played D&D in quite awhile. The group I DM'd for years kinda drifted apart. But, the new edition has really gotten me fired up and wanting to play again. I have been reading through the playtest packet and overall, I am happy with what I am seeing. I also really respect the way that WOTC has reached out to players to see what we want in the new edition. I was trying to think of how I would want to say what I would like to see without just making a giant wish list of random suggestions. I suppose that when it comes down to it, the most concrete way we as players can vote for this new edition is by buying the books. Here is the books I would like to see for the new edition and what I would like in them. How about you? First off is the covers. In Jon Schindehette's recent Dragon's-Eye View article, this was discussed. I personally loved the 3rd edition book covers. They were interesting to look at and I think they captured the feel of Dungeons and Dragons better than any other edition before or after. I am not too worried about this though. Wizards seems to be doing some great work getting the right look for the new edition.
For the first wave of books, I would like to see the tradition of collecting the three core books in a boxed set continued. Player's Handbook - This should have everything a player needs for their character from 1st to 10th level. All the mundane items as well as what characters can craft (like potions and scrolls) should be included. I do not know what the final say is on what classes and races will appear. But, the playtest seems to be covering all the bases. As long as it has all of those, I'll be happy. I like the new character backgrounds, and I hope their will be more of them. If a person just wants to join in on a group, this should be all they have to buy. Dungeon Master's Guide - I like the Dming advice given in previous editions. But, I would prefer more tools to help me create my campaign. Information on how to create NPC's or even new monsters. A huge chapter on magic items that I can hide from my players. I would also love to see a large list of traps that I can drop into adventures that I am writing. Making the process of writing an adventure or even running a game on the fly without much prior planning should be the goal of this book. Monster Manual - Like the PHB, I think this should cover monsters from 1st to 10th. I don't think that should exclude monsters because they have normally been saved for higher levels. I don't need a 10th level elder dragon, but all five of the chromatic dragons should be presented up to their adult forms at least. Even other monsters like liches, deathknights, beholders, should be scaled down (if need be) so they can be included. This should be the definitive list of Dungeons and Dragons monsters. One thing I would like to see considered with the monsters is grouping monsters that work well together around similar levels. I liked how 4th edition made it easy to set up adventures by doing this. I guess it is easy to see that I think the core books should only cover 1st through 10th. This is a personal opinion based on old games that I have ran or played in. I think most of the time, after ten levels, players tend to get a little burnt out on their current characters and want to try something new. Even more books... Player's Handbook 2 - This is where I think that options for higher level play should be presented. One criticism I have on the new edition is that most of the classes look really boring past tenth level. I think a basic class should only go up to tenth (kind of like what was done with D20 modern). I liked 3rd edition's prestige classes and 4th's paragon and epic destinies. I know my players liked them. They tended to abandon their base class as soon as they could to get to them. Giving players a big book of presting classes would be a great way to give them some new cool powers that helped define their characters as the high level butt kickers they are. An advanced equipment list would be cool here as well. Stuff like buying their own castles or strongholds would be a great way to help players spend their hard earned gold. Dungeon Master's Guide 2 - New rules for running high level games should be in this book. For example, information on how to run a planar campaign or one where the players must venture into hell. Kind of like a manual of the planes. Like in the first DMG it should have a bunch of magic items and traps for the higher level group. I think that this would also be a good place to include a chapter on artifacts that would not be appropriate for a lower level campaign. Monster Manual 2/3/Fiend Folio - This is where I think that higher level monsters should reside. Since D&D next monsters scale up much easier and lower level monsters are still viable at higher levels, you would not have to waste room in this book with a bunch of new monsters to serve as high level orcs. Although, things like demons and devils would be good in this book.This is where I would like to see named monsters like the Lords of the Nine. Since the book would not be filled with so many different monsters, more room could be spent detailing out these high level threats. What I would not want to see is a book of 20th level monsters. For example, space the Lords of the Nine out over 11th through 20th. A super adventure/campaign book - It will probably take me awhile to get my own campaign put together. Although I don't mind short adventures. It would be awesome to have a full 1st through 10th level campaign so that I can jump right into playing the new edition. It doesn't have to be a crazy deep story. Give me a ten level dungeon full of monsters and traps, and a decently fleshed out town, and I'll be happy. Sorry to be so long winded. I am looking forward to reading your responses.
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4 months ago ::
Feb 05, 2013 - 9:38AM
#2
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Date Joined:
Nov 21, 2012
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One Player's Handbook, One Dungeon Master's Guide.
Core books should include many advanced options and the 11-20 levels, I shouldn't have to buy twice as many books to play the game to my full enjoyment. An Unearthed Arcana style book with more obscure variant rules would be okay, but the tactical combat rules and such need to be in the core.
As for Monster Manuals, the more the merrier.
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4 months ago ::
Feb 05, 2013 - 10:09AM
#3
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yes the box set is dated even for me as i love 1st edition and 2nd best. i would like to see one dms guide and one players handbook with rule sections starting with basic and going all they way to advanced and the monster books i agree the more the merrier
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4 months ago ::
Feb 05, 2013 - 10:36AM
#4
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Date Joined:
May 18, 2002
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System Kernel Reference Manual.
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4 months ago ::
Feb 05, 2013 - 10:53AM
#5
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Date Joined:
Jan 28, 2013
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One Player's Handbook, One Dungeon Master's Guide.
Core books should include many advanced options and the 11-20 levels, I shouldn't have to buy twice as many books to play the game to my full enjoyment. An Unearthed Arcana style book with more obscure variant rules would be okay, but the tactical combat rules and such need to be in the core.
As for Monster Manuals, the more the merrier.
This.
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4 months ago ::
Feb 05, 2013 - 11:03AM
#6
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Date Joined:
Jul 29, 2012
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One Player's Handbook, One Dungeon Master's Guide.
Core books should include many advanced options and the 11-20 levels, I shouldn't have to buy twice as many books to play the game to my full enjoyment. An Unearthed Arcana style book with more obscure variant rules would be okay, but the tactical combat rules and such need to be in the core.
As for Monster Manuals, the more the merrier.
This.
Ditto.
I would also like a Savage Species type deal for 5th Ed, able to play monster characters from 1st level, could be part of a rocking Unearthed Arcana, the 3rd Ed one is chock full of goodies.
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4 months ago ::
Feb 05, 2013 - 11:13AM
#7
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Date Joined:
Apr 20, 2011
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One Player's Handbook, One Dungeon Master's Guide.
Core books should include many advanced options and the 11-20 levels, I shouldn't have to buy twice as many books to play the game to my full enjoyment. An Unearthed Arcana style book with more obscure variant rules would be okay, but the tactical combat rules and such need to be in the core.
As for Monster Manuals, the more the merrier.
This.
Ditto.
I would also like a Savage Species type deal for 5th Ed, able to play monster characters from 1st level, could be part of a rocking Unearthed Arcana, the 3rd Ed one is chock full of goodies.
I totally forgot about Savage Species. I ran a short all monster campaign in 3e using it. We had a lot of fun. Great idea!
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4 months ago ::
Feb 05, 2013 - 11:15AM
#8
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Date Joined:
Sep 30, 2006
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even though i don't play it, i'm a huge fan of Pathfinder's massive tome of a core book and i'd like to see 5e get a similar treatment at launch.
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4 months ago ::
Feb 06, 2013 - 2:09AM
#9
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Date Joined:
Jun 15, 2006
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The demi-core books (= with new classes and PC races). Books about monster/racial classes, and alternative powers source with different game mechanic.
I wish a new Oriental Adventures, and why not a 1001 nights (Oriental Adventures 2)?
I want Monster Manuals without wasted pages by innecesary maps of lost temples of background only I will read once.
I want player handbook 3 with +5 PC races.
"Say me what you're showing off for, and I'll say you what you lack!" (Spanish saying)
Book 13 Anaclet 23
Confucius said: "The Superior Man is in harmony but does not follow the crowd. The inferior man follows the crowd, but is not in harmony"
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4 months ago ::
Feb 06, 2013 - 2:44AM
#10
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Date Joined:
Jan 22, 2013
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I'd love to see an "All in One" book like the Dungeons and Dragons Rule Cyclopedia of yester-year, with enough stuff packed in to run all the way to twenty, including a world setting.
Optional sidebooks:
"Book of Wizard Traditions" a book containing optional wizard traditions with additional Wizard Feats, Items etc.
"The Fighters Manual" a book of maneuvers, backgrounds and specialties for fighters
you get the idea.
| 8.8 | My House Rules! (roll the d20)
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