Honestly, the exploration potential is something that caused my ears to perk up. For me, it has always been something I could take or leave, but I have one player in one of my suspended games who was all about exploration, as he is a real life outdoorsman. In fact, I often would just set the basics of a scene and handed things over to him to fill in details when narrating things like travel, hunting, and the like. So for the sake of at least one of my players, I hope there is a lot there on the subject.
Update on this. There are quite a few pages dedicated to running exploration and travel in the DMG (2024). I've only skimmed it so far, but the stuff in there is actually pretty neat.
Ironically a game I play in, just left the Forgotten Realms because there is to much lore for a new player to learn.
Greyhawk has a dark and gritty feel. Forgotten Realms is the high magic setting. 5e really pushed the high magic angle, and 5.24e is doubling down on that playstyle. I have always preferred lower magic, higher danger and deadliness. But the players seem to lean towards easy mode. Then again I always preferred EQ over WoW for the same reasons.
I'd argue no game has too much lore to learn. The problem is Wizards of the Coast not supporting their settings. Wherever your Gane is taking place, the players just need to know that information, which should be available In a players guide (sadly wotc dropped the ball there). Everything else would be learned from game play as their PCs shouldn't know that information anyway.
Don't forget if you did the preorder, you have access to the Scions of Elemental Evil adventure, featuring the D&D cartoon characters, but grown up and with a friend.
Beneath the Temple of Elemental Evil lies a labyrinth of tombs and ritual chambers. For years these dungeons have lain in ruin. Now forsaken souls return, raising an army of evil to destroy the world.
Scions of Elemental Evil is part of a yearlong celebration of Dungeons & Dragons and its 50th anniversary. This adventure uses the 2024 Player’s Handbook, along with the Free Rules necessary to play this adventure.
The adventure, set in Greyhawk, is designed for four to six level 4 characters. Accompanying the adventure are character sheets for the six protagonists of the beloved 1980s Dungeons & Dragons animated series: Bobby, Diana, Eric, Hank, Presto, and Sheila, all presented in young adulthood. The seventh character sheet presents Niko, a Cleric from a different set of adventurers who recently tumbled into the D&D multiverse. Each player can choose one of these characters or provide a character of their own.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Honestly, the exploration potential is something that caused my ears to perk up. For me, it has always been something I could take or leave, but I have one player in one of my suspended games who was all about exploration, as he is a real life outdoorsman. In fact, I often would just set the basics of a scene and handed things over to him to fill in details when narrating things like travel, hunting, and the like. So for the sake of at least one of my players, I hope there is a lot there on the subject.
Update on this. There are quite a few pages dedicated to running exploration and travel in the DMG (2024). I've only skimmed it so far, but the stuff in there is actually pretty neat.
depending on how one defines "about combat", there's more information on Exploration than there is combat in the DMG.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Not quite everything I need to know. Just like in the 2014 rules, there are places that need clarification. So what I need to know is how to get official clarification or interpretations.
For example:
Teleportation Circle
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
"Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell."
Now let's look at this line from the spell: "You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days."
So how long does that Teleportation Circle Facility take to acquire? According to this rule....:
Special Facilities
... Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
So, as written, a character, who does not even need to know this spell to gain the facility, gets a circle simply by hitting level 9, whereas a caster who knows the spell needs to dedicate an entire year to the creation of one...unless he/she also has a Bastion?!
Not quite everything I need to know. Just like in the 2014 rules, there are places that need clarification. So what I need to know is how to get official clarification or interpretations.
For example:
Teleportation Circle
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
"Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell."
Now let's look at this line from the spell: "You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days."
So how long does that Teleportation Circle Facility take to acquire? According to this rule....:
Special Facilities
... Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
So, as written, a character, who does not even need to know this spell to gain the facility, gets a circle simply by hitting level 9, whereas a caster who knows the spell needs to dedicate an entire year to the creation of one...unless he/she also has a Bastion?!
Your thoughts and comments are welcome!
Bastion facilities in world don’t appear instantaneously: I don’t have the DMG yet, but all the previous articles and videos say that they are under construction for some time before you acquire the working facility on reaching the required level.
In terms of who’s casting the spell? That is, I imagine, what the Hireling is doing. Presumably on day one of the Teleportation Circle coming on-line, they start casting the spell daily. Because they are there to do so, the Circle is functionally permanent, even before the 365 days are complete.
Not quite everything I need to know. Just like in the 2014 rules, there are places that need clarification. So what I need to know is how to get official clarification or interpretations.
For example:
Teleportation Circle
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
"Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell."
Now let's look at this line from the spell: "You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days."
So how long does that Teleportation Circle Facility take to acquire? According to this rule....:
Special Facilities
... Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
So, as written, a character, who does not even need to know this spell to gain the facility, gets a circle simply by hitting level 9, whereas a caster who knows the spell needs to dedicate an entire year to the creation of one...unless he/she also has a Bastion?!
Your thoughts and comments are welcome!
Bastion facilities in world don’t appear instantaneously: I don’t have the DMG yet, but all the previous articles and videos say that they are under construction for some time before you acquire the working facility on reaching the required level.
In terms of who’s casting the spell? That is, I imagine, what the Hireling is doing. Presumably on day one of the Teleportation Circle coming on-line, they start casting the spell daily. Because they are there to do so, the Circle is functionally permanent, even before the 365 days are complete.
I appreciate your point of view and thank you for responding. But for better or worse, things don't always happen in the final cut the way previous articles anticipate (like arcane, holy and primal spells). I do have the dm guide, and this is what it says (below). Now I can understand why a DM would want to impose building and time restrictions, as that is the way it occurs in real life. But I believe this mini-game of Bastions that they created is meant to make an arduous game mechanic more streamlined. This is what the rules specifically write about creating special facilities. The only time the characters have to wait (according to rules elsewhere in the chapter) is if they pay extra to get basic facilities which are not granted. There is no cost in time or money for the free facilities.
Special Facilities
Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.
Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.
Not quite everything I need to know. Just like in the 2014 rules, there are places that need clarification. So what I need to know is how to get official clarification or interpretations.
For example:
Teleportation Circle
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
"Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell."
Now let's look at this line from the spell: "You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days."
So how long does that Teleportation Circle Facility take to acquire? According to this rule....:
Special Facilities
... Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
So, as written, a character, who does not even need to know this spell to gain the facility, gets a circle simply by hitting level 9, whereas a caster who knows the spell needs to dedicate an entire year to the creation of one...unless he/she also has a Bastion?!
Your thoughts and comments are welcome!
Bastion facilities in world don’t appear instantaneously: I don’t have the DMG yet, but all the previous articles and videos say that they are under construction for some time before you acquire the working facility on reaching the required level.
In terms of who’s casting the spell? That is, I imagine, what the Hireling is doing. Presumably on day one of the Teleportation Circle coming on-line, they start casting the spell daily. Because they are there to do so, the Circle is functionally permanent, even before the 365 days are complete.
I appreciate your point of view and thank you for responding. But for better or worse, things don't always happen in the final cut the way previous articles anticipate (like arcane, holy and primal spells). I do have the dm guide, and this is what it says (below). Now I can understand why a DM would want to impose building and time restrictions, as that is the way it occurs in real life. But I believe this mini-game of Bastions that they created is meant to make an arduous game mechanic more streamlined. This is what the rules specifically write about creating special facilities. The only time the characters have to wait (according to rules elsewhere in the chapter) is if they pay extra to get basic facilities which are not granted. There is no cost in time or money for the free facilities.
Special Facilities
Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.
Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.
Special Facility Acquisition
Level
Special Facilities
5
2
9
4
13
5
17
6
The point was that in-setting the new special facilities don't just Athena into existence fully-formed, they were ostensibly under construction at least since the character hit the previous level, if not longer.
Having checked the wording of the Teleportation Circle spell, I confess that it doesn’t work quite as I’d misremembered, as the spell only lasts a round when non-permanent. So, receiving a fully-fledged permanent circle is somewhat better than having a Mage casting it for you. Functionally, it’s essentially the same if using it to leave the Badtion (unless in a combat situation where the casting time counted) but on return, you would be teleporting to a very familiar location, rather than to a known teleportation circle.
Having checked the wording of the Teleportation Circle spell, I confess that it doesn’t work quite as I’d misremembered, as the spell only lasts a round when non-permanent. So, receiving a fully-fledged permanent circle is somewhat better than having a Mage casting it for you. Functionally, it’s essentially the same if using it to leave the Badtion (unless in a combat situation where the casting time counted) but on return, you would be teleporting to a very familiar location, rather than to a known teleportation circle.
It seem I misinterpreted your wording, and I apologize. Aces did sum it up the way the rules indicate. But it still leaves the issue that characters in my campaign have not had their bastion for a full year at the time they earn this, so the 365 days of casting rule, even by an NPC, doesn’t work. It also doesn’t make a whole lot of sense for a character, capable of casting that spell, would hang out at your bastion for a year…for free. I think this is one of those suspension of disbelief situations in which the enjoyment of the “mini game” overrides the actual PC game rules. The game is evolved far since the days of characters building a stronghold piece by piece, with every piece having a gp value in the DMG. That was way too much work.
Having checked the wording of the Teleportation Circle spell, I confess that it doesn’t work quite as I’d misremembered, as the spell only lasts a round when non-permanent. So, receiving a fully-fledged permanent circle is somewhat better than having a Mage casting it for you. Functionally, it’s essentially the same if using it to leave the Badtion (unless in a combat situation where the casting time counted) but on return, you would be teleporting to a very familiar location, rather than to a known teleportation circle.
It seem I misinterpreted your wording, and I apologize. Aces did sum it up the way the rules indicate. But it still leaves the issue that characters in my campaign have not had their bastion for a full year at the time they earn this, so the 365 days of casting rule, even by an NPC, doesn’t work. It also doesn’t make a whole lot of sense for a character, capable of casting that spell, would hang out at your bastion for a year…for free. I think this is one of those suspension of disbelief situations in which the enjoyment of the “mini game” overrides the actual PC game rules. The game is evolved far since the days of characters building a stronghold piece by piece, with every piece having a gp value in the DMG. That was way too much work.
I’d imagine in this situation a less adventurous Wizard who appreciates having a snug and secure situation to carry on their studies, in return for creating and maintaining the teleportation circle (rather than fireballing their way around lethal dungeons).
Having checked the wording of the Teleportation Circle spell, I confess that it doesn’t work quite as I’d misremembered, as the spell only lasts a round when non-permanent. So, receiving a fully-fledged permanent circle is somewhat better than having a Mage casting it for you. Functionally, it’s essentially the same if using it to leave the Badtion (unless in a combat situation where the casting time counted) but on return, you would be teleporting to a very familiar location, rather than to a known teleportation circle.
It seem I misinterpreted your wording, and I apologize. Aces did sum it up the way the rules indicate. But it still leaves the issue that characters in my campaign have not had their bastion for a full year at the time they earn this, so the 365 days of casting rule, even by an NPC, doesn’t work. It also doesn’t make a whole lot of sense for a character, capable of casting that spell, would hang out at your bastion for a year…for free. I think this is one of those suspension of disbelief situations in which the enjoyment of the “mini game” overrides the actual PC game rules. The game is evolved far since the days of characters building a stronghold piece by piece, with every piece having a gp value in the DMG. That was way too much work.
I’d imagine in this situation a less adventurous Wizard who appreciates having a snug and secure situation to carry on their studies, in return for creating and maintaining the teleportation circle (rather than fireballing their way around lethal dungeons).
I think out of all the classes the Wizard is probably the one where adventurers are the exception rather than the rule. Most of them are probably far happier spending time in the library and if that means having to mutter a teleportation spell for twenty minutes everyday to pay for bed and board I'm sure they'd be more than happy
When will I receive the Physical Copy of the Dungeon Masters guide 2024, I got the PHB a week early and I’m pretty when I did the physical bundle it had the date of the 3 Nov. Only really got it online hoping to get early.
Are the new Adamantine weapons supposed to make rogues insanely powerful with the Adamantine weapons’ ‘every hit is a crit’ ability?
Adamantine only crits objects. Creatures are not objects.
Creature
Any being in the game, including a player’s character, is a creature. See also “Creature Type.”
Object
An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”
Level 1: Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
So, my initial feel about the DMG, it is def better then the original, but, it is still a massive disappointment.
I don't need 40 pages for Greyhawk, release your own book for that, the space you would have saved would have allowed for a proper bastion rule set and a far deeper dive into helping DM's apply the mechincs of the game better and cleaner.
Also love that finally Wizards have accepted what games like PbtA knew all along, that a binary pass fail system is flawed, and so they have included for the first time in DnD mechanics for partial success and failure, but again much like so many aspects of the book they should have dedicated more pages to teaching new DM's how to use this. I understand because I play other systems that are not DnD alot, anyone coming new into DnD will struggle to understand how to apply what should be a standard mechanic at all tables.
Also love that finally Wizards have accepted what games like PbtA knew all along, that a binary pass fail system is flawed, and so they have included for the first time in DnD mechanics for partial success and failure
What you are talking about here appears in the Resolutions and Consequences section in chapter 8 of the 2014 DMG. So, not the first time.
Thieves chances of success and failure allowed for it. Been there a mighty long time, lol.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
To post a comment, please login or register a new account.
Update on this. There are quite a few pages dedicated to running exploration and travel in the DMG (2024). I've only skimmed it so far, but the stuff in there is actually pretty neat.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing EXTENDED SIGNATURE!
I'd argue no game has too much lore to learn. The problem is Wizards of the Coast not supporting their settings. Wherever your Gane is taking place, the players just need to know that information, which should be available In a players guide (sadly wotc dropped the ball there). Everything else would be learned from game play as their PCs shouldn't know that information anyway.
I'm doing a chapter by chapter looksee over in the DM section: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/209706-my-thoughts-on-the-dmg-as-i-go-through-it?comment=1
Don't forget if you did the preorder, you have access to the Scions of Elemental Evil adventure, featuring the D&D cartoon characters, but grown up and with a friend.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
depending on how one defines "about combat", there's more information on Exploration than there is combat in the DMG.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Not quite everything I need to know. Just like in the 2014 rules, there are places that need clarification. So what I need to know is how to get official clarification or interpretations.
For example:
Teleportation Circle
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
"Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell."
Now let's look at this line from the spell: "You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days."
So how long does that Teleportation Circle Facility take to acquire? According to this rule....:
Special Facilities
... Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
So, as written, a character, who does not even need to know this spell to gain the facility, gets a circle simply by hitting level 9, whereas a caster who knows the spell needs to dedicate an entire year to the creation of one...unless he/she also has a Bastion?!
Your thoughts and comments are welcome!
Bastion facilities in world don’t appear instantaneously: I don’t have the DMG yet, but all the previous articles and videos say that they are under construction for some time before you acquire the working facility on reaching the required level.
In terms of who’s casting the spell? That is, I imagine, what the Hireling is doing. Presumably on day one of the Teleportation Circle coming on-line, they start casting the spell daily. Because they are there to do so, the Circle is functionally permanent, even before the 365 days are complete.
I appreciate your point of view and thank you for responding. But for better or worse, things don't always happen in the final cut the way previous articles anticipate (like arcane, holy and primal spells). I do have the dm guide, and this is what it says (below). Now I can understand why a DM would want to impose building and time restrictions, as that is the way it occurs in real life. But I believe this mini-game of Bastions that they created is meant to make an arduous game mechanic more streamlined. This is what the rules specifically write about creating special facilities. The only time the characters have to wait (according to rules elsewhere in the chapter) is if they pay extra to get basic facilities which are not granted. There is no cost in time or money for the free facilities.
Special Facilities
Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.
Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.
Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.
Special Facility Acquisition
Thank you for sharing this. I'm starting a new campaign as a dm for the session I'm running. ^_^
The point was that in-setting the new special facilities don't just Athena into existence fully-formed, they were ostensibly under construction at least since the character hit the previous level, if not longer.
Thanks The_Ace_of_Rogues: that was my point.
Having checked the wording of the Teleportation Circle spell, I confess that it doesn’t work quite as I’d misremembered, as the spell only lasts a round when non-permanent. So, receiving a fully-fledged permanent circle is somewhat better than having a Mage casting it for you. Functionally, it’s essentially the same if using it to leave the Badtion (unless in a combat situation where the casting time counted) but on return, you would be teleporting to a very familiar location, rather than to a known teleportation circle.
It seem I misinterpreted your wording, and I apologize. Aces did sum it up the way the rules indicate. But it still leaves the issue that characters in my campaign have not had their bastion for a full year at the time they earn this, so the 365 days of casting rule, even by an NPC, doesn’t work. It also doesn’t make a whole lot of sense for a character, capable of casting that spell, would hang out at your bastion for a year…for free. I think this is one of those suspension of disbelief situations in which the enjoyment of the “mini game” overrides the actual PC game rules. The game is evolved far since the days of characters building a stronghold piece by piece, with every piece having a gp value in the DMG. That was way too much work.
I’d imagine in this situation a less adventurous Wizard who appreciates having a snug and secure situation to carry on their studies, in return for creating and maintaining the teleportation circle (rather than fireballing their way around lethal dungeons).
I think out of all the classes the Wizard is probably the one where adventurers are the exception rather than the rule. Most of them are probably far happier spending time in the library and if that means having to mutter a teleportation spell for twenty minutes everyday to pay for bed and board I'm sure they'd be more than happy
When will I receive the Physical Copy of the Dungeon Masters guide 2024, I got the PHB a week early and I’m pretty when I did the physical bundle it had the date of the 3 Nov. Only really got it online hoping to get early.
it is interesting a new book came out.
Are the new Adamantine weapons supposed to make rogues insanely powerful with the Adamantine weapons’ ‘every hit is a crit’ ability?
Adamantine only crits objects. Creatures are not objects.
Level 1: Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
She/Her College Student Player and Dungeon Master
So, my initial feel about the DMG, it is def better then the original, but, it is still a massive disappointment.
I don't need 40 pages for Greyhawk, release your own book for that, the space you would have saved would have allowed for a proper bastion rule set and a far deeper dive into helping DM's apply the mechincs of the game better and cleaner.
Also love that finally Wizards have accepted what games like PbtA knew all along, that a binary pass fail system is flawed, and so they have included for the first time in DnD mechanics for partial success and failure, but again much like so many aspects of the book they should have dedicated more pages to teaching new DM's how to use this. I understand because I play other systems that are not DnD alot, anyone coming new into DnD will struggle to understand how to apply what should be a standard mechanic at all tables.
What you are talking about here appears in the Resolutions and Consequences section in chapter 8 of the 2014 DMG. So, not the first time.
They had partials in AD&D -- 1e.
Thieves chances of success and failure allowed for it. Been there a mighty long time, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds