Actually I thought about this some more and I have some ideas.
A monster manual 2 or even 3 would be nice. I feel like D&D does a great job of listing the monsters we who have known D&D for a while. Some like me who have played off and on since 1E. I see some new monsters and updates to older monsters. But I would really like to see more variety in monsters. Maybe more dragons from other planes or realities? Monsters never seen before and maybe more playable races that could be crosses between monsters we already know about and monsters we haven't seen yet. The more variety the game has the more robust it can feel. But it also gives DM's more to work with creatively wise.
A book that goes more into the outer realms and even places like the lower planes or places like the Fey realms. I would like to see the monsters, creatures, and beings that live on these realms fleshed out more. I would like to see examples of cities and the natural settings for these planes and realms. Plant descriptions. Maybe create certain plants and materials that can only be found in these places that can be used to create special potions or magical items.
Also I want to see Oriental Adventures come to 5E. I remember the old OA and it was pretty good at detailing things like Ninja's and even Asian demons and such. But also it added a pretty good list of weapons that could help flesh out campaigns and make the worlds feel allot bigger.
I honestly would've liked Alchemist to be a fully fledged class, instead of an Artificer subclass. Also, Mordenkainen's was fantastic, but I'd still like a more Manual of the Planes type of book, refreshed and with updated monster stats. So basically a mostly purely lore book for the planes, which just happens to have monsters/NPCs unique or originally from said planes. More Mordenkainen's/Volo's style books for PC options, lore and new monsters are always good.
I'd personally like an update on how the Psion's doing. I don't expect it to release, even in UA form, until at least sometime next year, but it would be nice to know where WotC feels they are in terms of progress. Maybe it was because Mearls worked on it so extensively on it last year in the Happy Fun Hour, but I liked where it was going, and I want to see it again. (Also because I have a concept for a drow psion that I really wanna put on D&D Beyond at some point.)
Being new to D&D, I'm just gonna say it. A new setting that doesn't have an abundance of pre-existing lore that I have to worry about when trying to learn the setting. (Being a writer in my free time, I don't want to homebrew my own world for D&D. I'd rather spend that time prepping for D&D or creating my own worlds for my novels.)
Being new to D&D, I'm just gonna say it. A new setting that doesn't have an abundance of pre-existing lore that I have to worry about when trying to learn the setting. (Being a writer in my free time, I don't want to homebrew my own world for D&D. I'd rather spend that time prepping for D&D or creating my own worlds for my novels.)
So you want a setting with no/minimal lore, so you don't have to make your own world and lore? Doesn't that seem like a contradiction? Surely a setting with lots of pre-existing lore would have you better covered?
The lore is fine. It's the buidling of all the cities and societies, and maps, that's the issue. Having a lot of the groundwork (literally lol) done for me without the encumbrance of expectation that comes with the worlds established since the time D&D began so I am freer to use what little time I have to focus on the things that I do need to create. Something like Matt's Tal'dorei setting where you have the basics but because there hasn't been decades of novels, adventures, setting guides, etc. elucidating that lore. Personally I feel less free to make the world my own with that encumbrance.
I mean, if you were to take just the Sword Coast Adventurer's Guide as your basis for Faerun, you'd have about the same as you see in the Tal'Dorei Campaign Guide. There's no reason you need to go out hunting for all the other lore. Pick and choose what you need, a scorched earth policy with a new setting for a 'fresh start' seems excessive.
Actually I thought about this some more and I have some ideas.
A monster manual 2 or even 3 would be nice. I feel like D&D does a great job of listing the monsters we who have known D&D for a while. Some like me who have played off and on since 1E. I see some new monsters and updates to older monsters. But I would really like to see more variety in monsters. Maybe more dragons from other planes or realities? Monsters never seen before and maybe more playable races that could be crosses between monsters we already know about and monsters we haven't seen yet. The more variety the game has the more robust it can feel. But it also gives DM's more to work with creatively wise.
A book that goes more into the outer realms and even places like the lower planes or places like the Fey realms. I would like to see the monsters, creatures, and beings that live on these realms fleshed out more. I would like to see examples of cities and the natural settings for these planes and realms. Plant descriptions. Maybe create certain plants and materials that can only be found in these places that can be used to create special potions or magical items.
Also I want to see Oriental Adventures come to 5E. I remember the old OA and it was pretty good at detailing things like Ninja's and even Asian demons and such. But also it added a pretty good list of weapons that could help flesh out campaigns and make the worlds feel allot bigger.
Anyways just some thoughts.
I honestly would've liked Alchemist to be a fully fledged class, instead of an Artificer subclass. Also, Mordenkainen's was fantastic, but I'd still like a more Manual of the Planes type of book, refreshed and with updated monster stats. So basically a mostly purely lore book for the planes, which just happens to have monsters/NPCs unique or originally from said planes. More Mordenkainen's/Volo's style books for PC options, lore and new monsters are always good.
I'd personally like an update on how the Psion's doing. I don't expect it to release, even in UA form, until at least sometime next year, but it would be nice to know where WotC feels they are in terms of progress. Maybe it was because Mearls worked on it so extensively on it last year in the Happy Fun Hour, but I liked where it was going, and I want to see it again. (Also because I have a concept for a drow psion that I really wanna put on D&D Beyond at some point.)
A real serious psychic class that isn't a cookie cutter version of a mage or sorcerer.
D&D 3.5 in the d20 series had the only functional class that was skill roll based and easy to use.
mi piacerebbe vedere la classe psionica, o un manuale dedicato alla psionica
Being new to D&D, I'm just gonna say it. A new setting that doesn't have an abundance of pre-existing lore that I have to worry about when trying to learn the setting. (Being a writer in my free time, I don't want to homebrew my own world for D&D. I'd rather spend that time prepping for D&D or creating my own worlds for my novels.)
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
So you want a setting with no/minimal lore, so you don't have to make your own world and lore? Doesn't that seem like a contradiction? Surely a setting with lots of pre-existing lore would have you better covered?
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The lore is fine. It's the buidling of all the cities and societies, and maps, that's the issue. Having a lot of the groundwork (literally lol) done for me without the encumbrance of expectation that comes with the worlds established since the time D&D began so I am freer to use what little time I have to focus on the things that I do need to create. Something like Matt's Tal'dorei setting where you have the basics but because there hasn't been decades of novels, adventures, setting guides, etc. elucidating that lore. Personally I feel less free to make the world my own with that encumbrance.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I mean, if you were to take just the Sword Coast Adventurer's Guide as your basis for Faerun, you'd have about the same as you see in the Tal'Dorei Campaign Guide. There's no reason you need to go out hunting for all the other lore. Pick and choose what you need, a scorched earth policy with a new setting for a 'fresh start' seems excessive.
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Site Rules & Guidelines - Homebrew Rules - Looking for Players and Groups Rules