So, remember, just for fun (and I know I have already said that three times).
Honestly I would like some sort of book were everything from adventures that is actually useful for an ordinary homebrew campaign (so stuff like a psi crystal or gnome ceremorph, not Strahd or the Sunblade).
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
With the new Domains of Dread concept now out with Ravenloft, I can see a book dedicated to creating a DoD out of the Innistrad Block from Magic: The Gathering. Pure synergy.
Dark Sun: The Deserts of Athas - A Dark Sun setting book similar in style to Eberron: Rising from the Last War, containing new races (Thri-Kreen, Half-Giants, and Mul), a Psion Class, and a bestiary for Athas-specific monsters, and information on how to run a Dark Sun campaign.
Vi's Guide to the Planes - A Planescape setting book, with detailed information on all of the Outer Planes, a few subclasses and races, a gazetteer for Sigil, and a huge bestiary filled with extraplanar monsters.
Those are the two main ones I want right now.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I second exploration and survival, and I think it needs more work as well. I also wish social interactions have a bit more oomph too. If these two pillars have more weight, it would give people something else to focus on and optimize for besides combat.
For setting source books, Planescape and Spelljammer would top my list.
For source books in general, I also second books on monster categories. I think it would also be nice for books for each class too. Books on miscellaneous things like magic items, mounts/vehicles, backgrounds, spells, downtime activities, etc. would also be cool.
For adventures, I want more level 15-20 adventures, and more level 20+ adventures.
Fair Warning. This has turned into one of my semi-patented Over-long Posts. Consult doctor or physician before reading.
I would dearly love to see a book on survival and exploration, but someone else beat me to that one. I'd quite like to see the doors to Sigil opened back up. I'd enjoy a ride on a Spelljammer, but that's probably too far out.
A book dedicated to Equipment would suit my needs. There used to be an Arms and Equipment Guide I'd like pictures of the armors. I know that the names given in the Player's Handbook are largely incorrect, and that some of the armors listed may never have existed in the real world. What exactly is Splint? It's a Heavy Armor. You don't get better than Plate without magic. I can't picture Splinted Armor. The word "Mail" gets used, but purists will tell you that you're supposed to be using the word "Gambeson" for most of it. Ringmail may never have existed. Studded Leather isn't likely to have either.
I get that there is no need for 7 different armors that all have the same armor class. I'd at least like a semi-accurate name.
Weapons have the same problem. Many of them are never described and I only know what a Flail is because of prior editions of the game. The Glaive, Halberd, and Pike are the only polearms listed. There used to be a whole bunch, including a favorite of mine, the Ranseur. That one was neat because you could use it to disarm people. Most polearms started out as simple weapons improvised with stuff farmers had lying around. If you tie a meat cleaver to a pole, it's some kind of polearm, but I don't know which. There's a The Glaive in the movie "Krull" and it has nothing to do what-so-ever with the polearm. I only know that Halberds have pokey bits on the tip and backside because of previous editions.
Any sword that's about 3 feet of blade, sharp on at least one side, and pointy, is a Longsword. Put a grip on the thing so you can use it comfortably in two hands, and you have what used to be called a "Bastard Sword". I guess they found out that it's parents were actually married. Now they call it a Longsword, which leaves me to wonder what a sword of the same length that can't be used with two hands is; a "broadsword" perhaps, or a "sabre"? There used to be such things in D&D.
Again, I know there doesn't need to be eleventy different kinds of swords that only vary by what they look like, but I'd surely be interested in knowing what they looked like. Two Handed Broadsword, Claymore, Flamberge, all pretty much the same thing. Weird stuff like the Kophesh? The Gurkha fighting knife called a Kukri? A Kris? I ran across mention of a "Yklwa" which turns out to be something sort of Aztec-ish. They had a bunch of stuff made of wood and sharp bits of obsidian.
Advances in Metallurgy made different weapons possible. D&D lumps everything from the Stone Age to the late Renaissance together. The Rapier, beloved of Rogues, was never used as a weapon of war. It came into fashion long after armor went out of style. It was used primarily for dueling. Fencing is a sport, and finesse (intricate and refined delicacy) is probably better used in games. (Well, ok. D&D *is* a game. You know what I mean.) You were pretty unlikely to take out someone in heavy armor with a shield using a Rapier. Much easier to shoot them, and the same period in history when they were using Rapiers, they had pretty good pistols.
Damascan Steel was highly sought after and weapons made of it were greatly prized. The recipe was lost for a long time, and it turned out to be surprisingly low carbon steel when it was rediscovered in the late 20th century. The stuff you see for sale now as "Damascan Steel" isn't really the same. The real deal has a pattern that appears on the surface as the carbon crystalizes, the stuff they sell now is just folded and hammered out again a bunch of times, then polished up or etched with acid. Masterwork weapons used to give a bonus of some kind. I think it was just to damage. Get one custom made for you, and you got the bonus to hit without magic. Get it enchanted, the weapon doesn't get any more better bonus to hit or damage, but it does get harder to break, and might glow in the dark.
My Samurai warrior wants a custom made Masterwork Damascan Steel Katana. Yes, that's just a fancy longsword, but it has cool factor to spare and might give me a +1 to hit and damage. She can wear that cool armor made of stiffened pieces of leather, whatever you call it. I *think* that's Leather Armor. Maybe it's "Brigandine". Cur Bole?
They could throw me a (metal) bone and expand a bit on the crafting rules. Different materials to make things interesting. That sort of saw-edged swordy thingie the Aztecs used, called a "macuahuitl", and made out of steel would be interesting. There's a bunch of Aztec weapons I'd be pleased to mess around with. An "atlatl" throws spears for extra distance. Or we could try something entirely different like the glove-whatsit used in Jai Ali that throws something about like a baseball, but much faster. I believe that thing throws out the fastest moving ball in sports.
Different cultures around the world had weapons and armor by the ship load. Oriental Weapons came in so many shapes and sizes that it would make the most stoic Monk weep. Those special Monk weapons really would be then. Shuriken were another one of those things that were never really *weapons* as such. They were distractions. Sharp pointy bits of metal that made people duck. They had considerably more heft than the things you see punched out of sheet metal. About a half-inch thick I think. Painful if they stuck in you. Not seriously damaging. Maybe one point of damage plus strength. A lot of Monks carry around Darts. Those are not the bitty things you see in bars and get thrown at dart boards. More like Lawn Darts, from that old game they sold to kids before it was recognized that a six inch long pointy thing made out of metal a quarter inch thick might hurt someone.
India had some neat stuff, like Monk style weapons. The Bagh Nakh. Tiger Claws. Sort of like brass knuckles with a serious attitude problem. Rings made of razor sharp steel that you whirled around a finger and tossed. Something like what Xena carried around, but thinner. I don't think whatever it was Xena had ever existed in the real world, but it looked cool. Not sure what her armor was either. Studded Leather?
Ok. Armor and weapons pretty much covered now. How about some equipment?
Camping becomes an Extreme Sport when you're in D&D. Magic trivializes most of it. Leomund's Tiny Mobile Home or the Secure Shelter spell, plus Create Food And Water pretty much make survival in the howling wilderness like staying in a hotel with poor room service. Still there are things like cold weather gear, climbing gear, things for moving over difficult terrain like snowshoes, skis, and sleds. There's a thread about Bedrolls and sleeping in armor rules right now. Mountain climbing still kills people now and then. Up above the tree level the air gets pretty thin and there's no Create Breathable Air or Cure Hypoxia spell that I have noticed.
The Player's Handbook has most of the little bits and bobs adventurers carry around. I'm certain that there are other items that could be handy, and I'd like to see them.
I'd like to see a book which is dedicated to creating your own homebrew world. It would give guidance on how the planes interact, how the pantheons of the gods work, what religious orders there are that can be used. Basically everything you need to help integrate your world into the DnD Lore so that it's not going against things that the players might know from other books.
It would also offer instructions on drawing your own maps, logical layouts for settlements (make a route between large towns, then put villages with inns at about one days travel apart along this route), examples of what to include in settlements based on their size and location, what guilds to include for extra flavor and guidelines of how to make them unique, and so on.
This is the biggest thing I've struggled with making my own world - I have a map, and quests, but adding the nitty gritty details like religions, guilds etc. into the setting is something I still don't fully understand.
Dark Sun: The Deserts of Athas - A Dark Sun setting book similar in style to Eberron: Rising from the Last War, containing new races (Thri-Kreen, Half-Giants, and Mul), a Psion Class, and a bestiary for Athas-specific monsters, and information on how to run a Dark Sun campaign.
Vi's Guide to the Planes - A Planescape setting book, with detailed information on all of the Outer Planes, a few subclasses and races, a gazetteer for Sigil, and a huge bestiary filled with extraplanar monsters.
Those are the two main ones I want right now.
I came here to say exactly this. They are my two favorite 2e settings and I want them to get some 5e love.
I only expected a few people on this! It seems to have gotten a lot of attention.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I only expected a few people on this! It seems to have gotten a lot of attention.
WotC isn't exactly showering us with releases this edition. ;-)
Yeah they talked about increasing the cadence of releases for 5e which makes me assume we will see more books like Ravenloft that are mixes of Player/DM options for a specific setting.
I would expect one for Dragonlance with the new books coming and the lawsuit settled.
I only expected a few people on this! It seems to have gotten a lot of attention.
WotC isn't exactly showering us with releases this edition. ;-)
Yeah they talked about increasing the cadence of releases for 5e which makes me assume we will see more books like Ravenloft that are mixes of Player/DM options for a specific setting.
I would expect one for Dragonlance with the new books coming and the lawsuit settled.
Spelljammer seems like a likely option as well.
They're working on settings - at least 2 more, "classic ones", after Ravenloft. Dragonlance is pretty much guaranteed.
I'm a little conflicted about this, to be honest. On the one hand I'd love to get updated setting books and those will have crunchy bits in them (races for sure), on the other hand over 80% of what's in those books will be non-crunch setting info that is really easy to just grab from my previous edition books (or from one of several free wikis for people who don't have access to that older published content) and something like a race is really easy to homebrew (DDB included). In contrast, something like equipment is still relatively easy to homebrew but a lot more work if you want to be thorough and some of it likely impossible to port to DDB. Exploration and survival mechanics are both difficult and a lot of work to homebrew right. If done well (which should always be the intent) books about those latter subjects could be much more useful to me and I'd assume a lot of others. Particularly for groups running campaigns in their own settings, or who aren't necessarily very interested in the upcoming ones.
I would like to also jump in on the idea that it would be nice to have a sort of "Equipment Manual". Something that just compiles all the different magic items and any other unique items available in one resource. Maybe not every single magic item ever listed in any book ever, but maybe something especially that covers those various magic items that maybe appear in a single adventure book, so you can easily see all these various magic items without needing to buy every little book. Sort of like how Tasha's included stuff from Eberron and Sword Coast Adventures into a single more widely available tome.
I'd also like to get some more alternate rules for crafting items. My biggest problem with crafting as it's described in Xanathar's is that it's built entirely around the assumption of the players getting long, extended periods of down time in order to craft anything of value. Maybe it's just the group I play with, but we pretty much never get down time.
I'm not really interested in a 5e Dragonlance right now, though it would be interesting, it would be cool to see a respectable homebrew company like Mage Hand Press or MCDM to take the old 2e book and port it to 5e.
I only expected a few people on this! It seems to have gotten a lot of attention.
WotC isn't exactly showering us with releases this edition. ;-)
Yeah they talked about increasing the cadence of releases for 5e which makes me assume we will see more books like Ravenloft that are mixes of Player/DM options for a specific setting.
I would expect one for Dragonlance with the new books coming and the lawsuit settled.
Spelljammer seems like a likely option as well.
They're working on settings - at least 2 more, "classic ones", after Ravenloft. Dragonlance is pretty much guaranteed.
I'm a little conflicted about this, to be honest. On the one hand I'd love to get updated setting books and those will have crunchy bits in them (races for sure), on the other hand over 80% of what's in those books will be non-crunch setting info that is really easy to just grab from my previous edition books (or from one of several free wikis for people who don't have access to that older published content) and something like a race is really easy to homebrew (DDB included). In contrast, something like equipment is still relatively easy to homebrew but a lot more work if you want to be thorough and some of it likely impossible to port to DDB. Exploration and survival mechanics are both difficult and a lot of work to homebrew right. If done well (which should always be the intent) books about those latter subjects could be much more useful to me and I'd assume a lot of others. Particularly for groups running campaigns in their own settings, or who aren't necessarily very interested in the upcoming ones.
OH yeah if I had my druthers I would have a Survival Book and a Crafting Book for sure....I would put this as my top priority overall for 5e.
So, remember, just for fun (and I know I have already said that three times).
Honestly I would like some sort of book were everything from adventures that is actually useful for an ordinary homebrew campaign (so stuff like a psi crystal or gnome ceremorph, not Strahd or the Sunblade).
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
A big book of exploration and survival. This is supposed to be a pillar of the game and it’s just not.
Want to start playing but don't have anyone to play with? You can try these options: [link].
With the new Domains of Dread concept now out with Ravenloft, I can see a book dedicated to creating a DoD out of the Innistrad Block from Magic: The Gathering. Pure synergy.
Dark Sun: The Deserts of Athas - A Dark Sun setting book similar in style to Eberron: Rising from the Last War, containing new races (Thri-Kreen, Half-Giants, and Mul), a Psion Class, and a bestiary for Athas-specific monsters, and information on how to run a Dark Sun campaign.
Vi's Guide to the Planes - A Planescape setting book, with detailed information on all of the Outer Planes, a few subclasses and races, a gazetteer for Sigil, and a huge bestiary filled with extraplanar monsters.
Those are the two main ones I want right now.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I want books dedicated to the different creature types.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I second exploration and survival, and I think it needs more work as well. I also wish social interactions have a bit more oomph too. If these two pillars have more weight, it would give people something else to focus on and optimize for besides combat.
For setting source books, Planescape and Spelljammer would top my list.
For source books in general, I also second books on monster categories. I think it would also be nice for books for each class too. Books on miscellaneous things like magic items, mounts/vehicles, backgrounds, spells, downtime activities, etc. would also be cool.
For adventures, I want more level 15-20 adventures, and more level 20+ adventures.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Fair Warning. This has turned into one of my semi-patented Over-long Posts. Consult doctor or physician before reading.
I would dearly love to see a book on survival and exploration, but someone else beat me to that one. I'd quite like to see the doors to Sigil opened back up. I'd enjoy a ride on a Spelljammer, but that's probably too far out.
A book dedicated to Equipment would suit my needs. There used to be an Arms and Equipment Guide I'd like pictures of the armors. I know that the names given in the Player's Handbook are largely incorrect, and that some of the armors listed may never have existed in the real world. What exactly is Splint? It's a Heavy Armor. You don't get better than Plate without magic. I can't picture Splinted Armor. The word "Mail" gets used, but purists will tell you that you're supposed to be using the word "Gambeson" for most of it. Ringmail may never have existed. Studded Leather isn't likely to have either.
I get that there is no need for 7 different armors that all have the same armor class. I'd at least like a semi-accurate name.
Weapons have the same problem. Many of them are never described and I only know what a Flail is because of prior editions of the game. The Glaive, Halberd, and Pike are the only polearms listed. There used to be a whole bunch, including a favorite of mine, the Ranseur. That one was neat because you could use it to disarm people. Most polearms started out as simple weapons improvised with stuff farmers had lying around. If you tie a meat cleaver to a pole, it's some kind of polearm, but I don't know which. There's a The Glaive in the movie "Krull" and it has nothing to do what-so-ever with the polearm. I only know that Halberds have pokey bits on the tip and backside because of previous editions.
Any sword that's about 3 feet of blade, sharp on at least one side, and pointy, is a Longsword. Put a grip on the thing so you can use it comfortably in two hands, and you have what used to be called a "Bastard Sword". I guess they found out that it's parents were actually married. Now they call it a Longsword, which leaves me to wonder what a sword of the same length that can't be used with two hands is; a "broadsword" perhaps, or a "sabre"? There used to be such things in D&D.
Again, I know there doesn't need to be eleventy different kinds of swords that only vary by what they look like, but I'd surely be interested in knowing what they looked like. Two Handed Broadsword, Claymore, Flamberge, all pretty much the same thing. Weird stuff like the Kophesh? The Gurkha fighting knife called a Kukri? A Kris? I ran across mention of a "Yklwa" which turns out to be something sort of Aztec-ish. They had a bunch of stuff made of wood and sharp bits of obsidian.
Advances in Metallurgy made different weapons possible. D&D lumps everything from the Stone Age to the late Renaissance together. The Rapier, beloved of Rogues, was never used as a weapon of war. It came into fashion long after armor went out of style. It was used primarily for dueling. Fencing is a sport, and finesse (intricate and refined delicacy) is probably better used in games. (Well, ok. D&D *is* a game. You know what I mean.) You were pretty unlikely to take out someone in heavy armor with a shield using a Rapier. Much easier to shoot them, and the same period in history when they were using Rapiers, they had pretty good pistols.
Damascan Steel was highly sought after and weapons made of it were greatly prized. The recipe was lost for a long time, and it turned out to be surprisingly low carbon steel when it was rediscovered in the late 20th century. The stuff you see for sale now as "Damascan Steel" isn't really the same. The real deal has a pattern that appears on the surface as the carbon crystalizes, the stuff they sell now is just folded and hammered out again a bunch of times, then polished up or etched with acid. Masterwork weapons used to give a bonus of some kind. I think it was just to damage. Get one custom made for you, and you got the bonus to hit without magic. Get it enchanted, the weapon doesn't get any more better bonus to hit or damage, but it does get harder to break, and might glow in the dark.
My Samurai warrior wants a custom made Masterwork Damascan Steel Katana. Yes, that's just a fancy longsword, but it has cool factor to spare and might give me a +1 to hit and damage. She can wear that cool armor made of stiffened pieces of leather, whatever you call it. I *think* that's Leather Armor. Maybe it's "Brigandine". Cur Bole?
They could throw me a (metal) bone and expand a bit on the crafting rules. Different materials to make things interesting. That sort of saw-edged swordy thingie the Aztecs used, called a "macuahuitl", and made out of steel would be interesting. There's a bunch of Aztec weapons I'd be pleased to mess around with. An "atlatl" throws spears for extra distance. Or we could try something entirely different like the glove-whatsit used in Jai Ali that throws something about like a baseball, but much faster. I believe that thing throws out the fastest moving ball in sports.
Different cultures around the world had weapons and armor by the ship load. Oriental Weapons came in so many shapes and sizes that it would make the most stoic Monk weep. Those special Monk weapons really would be then. Shuriken were another one of those things that were never really *weapons* as such. They were distractions. Sharp pointy bits of metal that made people duck. They had considerably more heft than the things you see punched out of sheet metal. About a half-inch thick I think. Painful if they stuck in you. Not seriously damaging. Maybe one point of damage plus strength. A lot of Monks carry around Darts. Those are not the bitty things you see in bars and get thrown at dart boards. More like Lawn Darts, from that old game they sold to kids before it was recognized that a six inch long pointy thing made out of metal a quarter inch thick might hurt someone.
India had some neat stuff, like Monk style weapons. The Bagh Nakh. Tiger Claws. Sort of like brass knuckles with a serious attitude problem. Rings made of razor sharp steel that you whirled around a finger and tossed. Something like what Xena carried around, but thinner. I don't think whatever it was Xena had ever existed in the real world, but it looked cool. Not sure what her armor was either. Studded Leather?
Ok. Armor and weapons pretty much covered now. How about some equipment?
Camping becomes an Extreme Sport when you're in D&D. Magic trivializes most of it. Leomund's Tiny Mobile Home or the Secure Shelter spell, plus Create Food And Water pretty much make survival in the howling wilderness like staying in a hotel with poor room service. Still there are things like cold weather gear, climbing gear, things for moving over difficult terrain like snowshoes, skis, and sleds. There's a thread about Bedrolls and sleeping in armor rules right now. Mountain climbing still kills people now and then. Up above the tree level the air gets pretty thin and there's no Create Breathable Air or Cure Hypoxia spell that I have noticed.
The Player's Handbook has most of the little bits and bobs adventurers carry around. I'm certain that there are other items that could be handy, and I'd like to see them.
<Insert clever signature here>
I'd like to see a book which is dedicated to creating your own homebrew world. It would give guidance on how the planes interact, how the pantheons of the gods work, what religious orders there are that can be used. Basically everything you need to help integrate your world into the DnD Lore so that it's not going against things that the players might know from other books.
It would also offer instructions on drawing your own maps, logical layouts for settlements (make a route between large towns, then put villages with inns at about one days travel apart along this route), examples of what to include in settlements based on their size and location, what guilds to include for extra flavor and guidelines of how to make them unique, and so on.
This is the biggest thing I've struggled with making my own world - I have a map, and quests, but adding the nitty gritty details like religions, guilds etc. into the setting is something I still don't fully understand.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I like this idea! Exploration often gets boring using the current rules, but there are some things that could be added to make it more exciting/fun.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I came here to say exactly this. They are my two favorite 2e settings and I want them to get some 5e love.
I only expected a few people on this! It seems to have gotten a lot of attention.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
WotC isn't exactly showering us with releases this edition. ;-)
Want to start playing but don't have anyone to play with? You can try these options: [link].
Yeah they talked about increasing the cadence of releases for 5e which makes me assume we will see more books like Ravenloft that are mixes of Player/DM options for a specific setting.
I would expect one for Dragonlance with the new books coming and the lawsuit settled.
Spelljammer seems like a likely option as well.
Will throw my 2 cents behind:
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
They're working on settings - at least 2 more, "classic ones", after Ravenloft. Dragonlance is pretty much guaranteed.
I'm a little conflicted about this, to be honest. On the one hand I'd love to get updated setting books and those will have crunchy bits in them (races for sure), on the other hand over 80% of what's in those books will be non-crunch setting info that is really easy to just grab from my previous edition books (or from one of several free wikis for people who don't have access to that older published content) and something like a race is really easy to homebrew (DDB included). In contrast, something like equipment is still relatively easy to homebrew but a lot more work if you want to be thorough and some of it likely impossible to port to DDB. Exploration and survival mechanics are both difficult and a lot of work to homebrew right. If done well (which should always be the intent) books about those latter subjects could be much more useful to me and I'd assume a lot of others. Particularly for groups running campaigns in their own settings, or who aren't necessarily very interested in the upcoming ones.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I would like to also jump in on the idea that it would be nice to have a sort of "Equipment Manual". Something that just compiles all the different magic items and any other unique items available in one resource. Maybe not every single magic item ever listed in any book ever, but maybe something especially that covers those various magic items that maybe appear in a single adventure book, so you can easily see all these various magic items without needing to buy every little book. Sort of like how Tasha's included stuff from Eberron and Sword Coast Adventures into a single more widely available tome.
I'd also like to get some more alternate rules for crafting items. My biggest problem with crafting as it's described in Xanathar's is that it's built entirely around the assumption of the players getting long, extended periods of down time in order to craft anything of value. Maybe it's just the group I play with, but we pretty much never get down time.
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I'm not really interested in a 5e Dragonlance right now, though it would be interesting, it would be cool to see a respectable homebrew company like Mage Hand Press or MCDM to take the old 2e book and port it to 5e.
Mystic v3 should be official, nuff said.
OH yeah if I had my druthers I would have a Survival Book and a Crafting Book for sure....I would put this as my top priority overall for 5e.
When thinking about the crunch a Dark Sun book would need, I think survival rules would actually be a significant part of that.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'd like to see...