As for the "classic" settings for 2022, Dragonlance is the one that seems the most likely to me. I would also like a Planescape or Dark Sun setting book personally.
For the setting that will be revisited, it would most likely be a FR, Exandria, or Eberron book which I'd be ok with either of these options (though Eberron would be my preferred if only for the slight change of getting some 5e lore for Argonnessen the land of Eberron's Dragons and more lore on the Cult of the Dragon below and the fiendish Overlords).
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
For the setting revisit, I'm hoping for Eberron, but I'm expecting a Sword Coast redo to make up for SCAG.
As for the classic settings, I still have my fingers crossed for any combination of Dark Sun, Planescape, or Spelljammer.
No idea what the new settings could be. If I had my way tho, they'd partner with Brennan Lee Mulligan and Dimension 20 to give us an Unsleeping City campaign guide.
I'm more curious about the language about "formats" I don't think we're talking traditional 5e hardbacks for what I'm guessing will be Dragonlance. Put this in the other thread on the third book for this year, but I think Wizards did an experiment with Strahd Revamped, the boxed set to see how responsive the broader market is to products in the spirit of Beedle and Grimm's prestige formats. So I'm picturing a Dragonlance Boxed set that will have similar immersive options as a Beedle and Grimm kit. So lots of maps, bestiary maybe in the form of a deck or separate book, players options maybe not even in a book form but as something more readily slapped into character sheets. DM's lore book. And all sorts of trinkets. Some folks over in the ENWorld thread are saying digital hybrid stuff, I just don't see Wizards staffing in a way that would support such a venture in house.
But yeah, my money says Dragonlance is a definite for the remaining two (I also think some sort of prestige format makes sense because you're largely talking such a product appealing to older gamers with more dough. I'd like to see Planescape, maybe Spelljammer too. Maybe the product, if its planescape really physically embracing concepts like the wheel and the infinite staircase and Sigil, so it's partly faithful to lore, but at the same time functions more as a DMs cosmology design kit. Maybe the players option for that would be something like beyond epic level play so that players can have a role with the DM in developing their worlds cosmology (for literal player market buy in).
I could see a better look at the Forgotten Realms (to include its broader Underdark with the triple Drow thing going on) in a fancy package ... I can also see a Return to Greyhawk to start ramping up the legacy of D&D in time for fancy 50th anniversary products.
New worlds are cool too, and it seems like main voices are sort of occupied on stuff in the pipeline already so here's hoping there's new voices on those development teams, future Mercers and Bakers that can do D&D with just enough difference to keep the line vital.
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Jander Sunstar is the thinking person's Drizzt, fight me.
It seems depressingly likely that we will see a Dragonlance setting book.
Once upon a time, Dragon Magazine told us about how a new setting was being developed in which we would see all the standard classes, races, abilities, and magic used. There would be a novel or series of novels to back this up, and modules to play so you could try it out as well. This was something that had never really been done before, most especially with the magic system D&D uses, the "Vancian" system.
Did we get this? No, not really. The old standbys were there... and a bunch of new and changed things. Tanis Half-Elven? Yup. Stereotypical Half-Elf right down the line. Flint Fireforge the Dwarf, same thing. Carmon the Human Fighter, same-same. Goldmoon the Cleric and her sidekick Riverwind? Well... She didn't get any spells or magical abilities... Riverwind was kind of a non-entity. I don't remember much about him beyond his name, was he a Ranger?. Sturm Brightblade was using an entirely new class. Raistlen was the one who most interested me, he was a complex character, the Wizard, the advisor of the group, and he was the first one they lost. He turned evil and became an NPC in the first chapter of the book I think. Last and by no means least was Tasslehoff Burrfoot, the Kender. No Halfling, that one, he was entirely different in pretty much every way.
Initially, I found Tasselehoff kind of charming. I'm sure that the play testers had a ball with him in the party. He was irritating, sure, but he kept the story moving. I liked him fine until it was revealed that the entire Kender race was exactly like him. Every one of them was a kleptomaniac with a convenient memory, immune to fear and desperate to set out on adventures.
Dragonlance is filled with jokes. Kender are the worst of them, but there were Tinker Gnomes and Gully Dwarves, all of which were highly silly and laughable, and yet the tone of Dragonlance was really kind of serious. Some degree of comic relief is good, but I think they over-played that one.
The setting was all right. I found nothing really to love about it, a few things I hated, and over all it was just kind of there. The problem with the lack of gods and Clerical/Druid magic slowed the story down quite a bit. I don't think they fixed that until pretty near the end of the first book. We never did get to see a Druid. Or a Monk. Or a Bard. Or... well, you get the idea.
If anything, things went downhill from there. The books got a little disjointed because things happened in modules that were indirectly referred to in the book. You had to read the module to know what was going on. Not a big deal, nothing important happened, but irritating. Few of the characters ever developed any depth. I forgot all about Tika Wayland, she had so little impact on the story. What's-his-name, Goldmoon's sidekick... did he ever leave the party? Sturm went through some changes, but he remained the same dude all the way through. More Knight than the Knights, kind of like how Worf in Star Trek is more Klingon than the Klingons are.
The more I think about it, the less enthused I get about Dragonlance.
As for the rest? I could use Planescape, but I don't know how well that's going to work out with all the changes being made to Alignment. Spelljammer is a maybe. I have no immediate use for it. The idea was interesting, I won't ever use the ship-to-ship combat rules, and I didn't like any of the evil races, new or not, that they used. That doesn't leave much, does it? New settings I don't have much use for. I have my own. They are actually something of a hinderance to me, since people who do like them want to use stuff out of them in my games. There isn't anything out of Eberron I want, for example. Neat idea. Totally alien to my low magic setting.
I have a slight fondness for Greyhawk. That was the default setting way back when and I always liked it better than the Forgotten Realms. I could see whatever the setting for Blackmoor was coming back, again, not so useful to me, but vaguely interesting. They said they weren't doing any MotG stuff, and if they did I would want them. Dark Sun... I didn't enjoy the post apocalypse ultra deadly setting. It was interesting. I sort of liked the Thri-Kreen, but critters with 4 arms would play havoc with 5th edition combat rules and action economy.
Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
However, it's up Schneider's alley - horror-esque.
This plus the fact that Wes was involved in pretty much all of the psionic content so far has me hopeful for Dark Sun.
I don't think it's as socially problematic as people are making it out to be. Yes, there's slavery, but it's equal-opportunity slavery! Everyone suffers equally!
I would have to say that a critter with four arms, by the rules, wouldn't get anything extra for them. However. That isn't going to stop the endless questions and arguments people will have about it. With four arms, can you finally use two hand crossbows to their fullest extent? How many attacks will a Crossbow Expert get if they have three Hand Crossbows? Why can't you hold and throw four daggers, one in each hand? That's just off the top of my head. I'm sure there would be other problems.
Confusion about the rules doesn't change the rules. Misconceptions are still mistakes. By the rules, extra hands do not cause action economy issues. I completely understand a reluctance to add more things players are likely to get in arguments about, but nixing stuff because people might get the rules wrong feels like a bad call to me. It'd actually be a great opportunity to clarify the matter of free hands and what can be (and, more importantly, can't be) done with tails, teeth, extra hands and whatnot. Since that is the cause of frequent arguments, such clarification is overdue anyway.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Confusion about the rules doesn't change the rules. Misconceptions are still mistakes. By the rules, extra hands do not cause action economy issues. I completely understand a reluctance to add more things players are likely to get in arguments about, but nixing stuff because people might get the rules wrong feels like a bad call to me. It'd actually be a great opportunity to clarify the matter of free hands and what can be (and, more importantly, can't be) done with tails, teeth, extra hands and whatnot. Since that is the cause of frequent arguments, such clarification is overdue anyway.
I am not disagreeing with you, but I also don't think there is a 5e example of any Player Race that has more than two arms (I still don't know what a Loxadon Trunk does per the rules) so I don't think that we can really argue RAW about what a race with extra arms can or can't do at this time.
I would love to see Dark Sun as one of the "Classic" settings being adapted to 5e. Mul, Thri-Kreen and a full Psion class would be awesome. But I can see the possible hurdles that need to crossed as well.
Confusion about the rules doesn't change the rules. Misconceptions are still mistakes. By the rules, extra hands do not cause action economy issues. I completely understand a reluctance to add more things players are likely to get in arguments about, but nixing stuff because people might get the rules wrong feels like a bad call to me. It'd actually be a great opportunity to clarify the matter of free hands and what can be (and, more importantly, can't be) done with tails, teeth, extra hands and whatnot. Since that is the cause of frequent arguments, such clarification is overdue anyway.
I am not disagreeing with you, but I also don't think there is a 5e example of any Player Race that has more than two arms (I still don't know what a Loxadon Trunk does per the rules) so I don't think that we can really argue RAW about what a race with extra arms can or can't do at this time.
I would love to see Dark Sun as one of the "Classic" settings being adapted to 5e. Mul, Thri-Kreen and a full Psion class would be awesome. But I can see the possible hurdles that need to crossed as well.
Precedent from previous editions aside, there's the fact that you can't make extra attacks using your feet - even though you can make your normal attack(s) with them. Humanoids already have 4 limbs to make attacks with, and headbutts or body slams are allowed as well. Not exactly the same as an extra hand or arm, but I think it's indicative. As for Loxodon trunks - the rules don't say you can do anything with them (beyond what any character can do with any no-hand body part) so that's what it does: nothing.
This is what the racial feature states for the Loxodon's Truck feature.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
This is what the racial feature states for the Loxodon's Truck feature.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Nice. Also, I stand corrected on the trunks - but not on the extra actions.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
This is what the racial feature states for the Loxodon's Truck feature.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Nice. Also, I stand corrected on the trunks - but not on the extra actions.
I would venture a guess that Thri-Kreen would get a similar racial feature to this then
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She/Her Player and Dungeon Master
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Um, well, this happened:
https://www.enworld.org/threads/wotc-5-d-d-settings-in-development.680694/
Just to make a note, some of these books might not make it to publishing, but the fact that they're at least working on them is exciting.
Thoughts on what these books could be? Speculation on what the new non-M:tG settings could be like?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
On the two new D&D settings, I have no clue.
As for the "classic" settings for 2022, Dragonlance is the one that seems the most likely to me. I would also like a Planescape or Dark Sun setting book personally.
For the setting that will be revisited, it would most likely be a FR, Exandria, or Eberron book which I'd be ok with either of these options (though Eberron would be my preferred if only for the slight change of getting some 5e lore for Argonnessen the land of Eberron's Dragons and more lore on the Cult of the Dragon below and the fiendish Overlords).
"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
For the setting revisit, I'm hoping for Eberron, but I'm expecting a Sword Coast redo to make up for SCAG.
As for the classic settings, I still have my fingers crossed for any combination of Dark Sun, Planescape, or Spelljammer.
No idea what the new settings could be. If I had my way tho, they'd partner with Brennan Lee Mulligan and Dimension 20 to give us an Unsleeping City campaign guide.
I'm more curious about the language about "formats" I don't think we're talking traditional 5e hardbacks for what I'm guessing will be Dragonlance. Put this in the other thread on the third book for this year, but I think Wizards did an experiment with Strahd Revamped, the boxed set to see how responsive the broader market is to products in the spirit of Beedle and Grimm's prestige formats. So I'm picturing a Dragonlance Boxed set that will have similar immersive options as a Beedle and Grimm kit. So lots of maps, bestiary maybe in the form of a deck or separate book, players options maybe not even in a book form but as something more readily slapped into character sheets. DM's lore book. And all sorts of trinkets. Some folks over in the ENWorld thread are saying digital hybrid stuff, I just don't see Wizards staffing in a way that would support such a venture in house.
But yeah, my money says Dragonlance is a definite for the remaining two (I also think some sort of prestige format makes sense because you're largely talking such a product appealing to older gamers with more dough. I'd like to see Planescape, maybe Spelljammer too. Maybe the product, if its planescape really physically embracing concepts like the wheel and the infinite staircase and Sigil, so it's partly faithful to lore, but at the same time functions more as a DMs cosmology design kit. Maybe the players option for that would be something like beyond epic level play so that players can have a role with the DM in developing their worlds cosmology (for literal player market buy in).
I could see a better look at the Forgotten Realms (to include its broader Underdark with the triple Drow thing going on) in a fancy package ... I can also see a Return to Greyhawk to start ramping up the legacy of D&D in time for fancy 50th anniversary products.
New worlds are cool too, and it seems like main voices are sort of occupied on stuff in the pipeline already so here's hoping there's new voices on those development teams, future Mercers and Bakers that can do D&D with just enough difference to keep the line vital.
Jander Sunstar is the thinking person's Drizzt, fight me.
Drizzt is getting mad hype recently. I wouldn't discount an Underdark book being worked on.
Want to start playing but don't have anyone to play with? You can try these options: [link].
It seems depressingly likely that we will see a Dragonlance setting book.
Once upon a time, Dragon Magazine told us about how a new setting was being developed in which we would see all the standard classes, races, abilities, and magic used. There would be a novel or series of novels to back this up, and modules to play so you could try it out as well. This was something that had never really been done before, most especially with the magic system D&D uses, the "Vancian" system.
Did we get this? No, not really. The old standbys were there... and a bunch of new and changed things. Tanis Half-Elven? Yup. Stereotypical Half-Elf right down the line. Flint Fireforge the Dwarf, same thing. Carmon the Human Fighter, same-same. Goldmoon the Cleric and her sidekick Riverwind? Well... She didn't get any spells or magical abilities... Riverwind was kind of a non-entity. I don't remember much about him beyond his name, was he a Ranger?. Sturm Brightblade was using an entirely new class. Raistlen was the one who most interested me, he was a complex character, the Wizard, the advisor of the group, and he was the first one they lost. He turned evil and became an NPC in the first chapter of the book I think. Last and by no means least was Tasslehoff Burrfoot, the Kender. No Halfling, that one, he was entirely different in pretty much every way.
Initially, I found Tasselehoff kind of charming. I'm sure that the play testers had a ball with him in the party. He was irritating, sure, but he kept the story moving. I liked him fine until it was revealed that the entire Kender race was exactly like him. Every one of them was a kleptomaniac with a convenient memory, immune to fear and desperate to set out on adventures.
Dragonlance is filled with jokes. Kender are the worst of them, but there were Tinker Gnomes and Gully Dwarves, all of which were highly silly and laughable, and yet the tone of Dragonlance was really kind of serious. Some degree of comic relief is good, but I think they over-played that one.
The setting was all right. I found nothing really to love about it, a few things I hated, and over all it was just kind of there. The problem with the lack of gods and Clerical/Druid magic slowed the story down quite a bit. I don't think they fixed that until pretty near the end of the first book. We never did get to see a Druid. Or a Monk. Or a Bard. Or... well, you get the idea.
If anything, things went downhill from there. The books got a little disjointed because things happened in modules that were indirectly referred to in the book. You had to read the module to know what was going on. Not a big deal, nothing important happened, but irritating. Few of the characters ever developed any depth. I forgot all about Tika Wayland, she had so little impact on the story. What's-his-name, Goldmoon's sidekick... did he ever leave the party? Sturm went through some changes, but he remained the same dude all the way through. More Knight than the Knights, kind of like how Worf in Star Trek is more Klingon than the Klingons are.
The more I think about it, the less enthused I get about Dragonlance.
As for the rest? I could use Planescape, but I don't know how well that's going to work out with all the changes being made to Alignment. Spelljammer is a maybe. I have no immediate use for it. The idea was interesting, I won't ever use the ship-to-ship combat rules, and I didn't like any of the evil races, new or not, that they used. That doesn't leave much, does it? New settings I don't have much use for. I have my own. They are actually something of a hinderance to me, since people who do like them want to use stuff out of them in my games. There isn't anything out of Eberron I want, for example. Neat idea. Totally alien to my low magic setting.
I have a slight fondness for Greyhawk. That was the default setting way back when and I always liked it better than the Forgotten Realms. I could see whatever the setting for Blackmoor was coming back, again, not so useful to me, but vaguely interesting. They said they weren't doing any MotG stuff, and if they did I would want them. Dark Sun... I didn't enjoy the post apocalypse ultra deadly setting. It was interesting. I sort of liked the Thri-Kreen, but critters with 4 arms would play havoc with 5th edition combat rules and action economy.
I'll really have to wait and see.
<Insert clever signature here>
One will be G'eth. The other will be Azerim.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
This plus the fact that Wes was involved in pretty much all of the psionic content so far has me hopeful for Dark Sun.
I don't think it's as socially problematic as people are making it out to be. Yes, there's slavery, but it's equal-opportunity slavery! Everyone suffers equally!
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
Extra arms does not mean extra attacks. Hasn't in any WotC edition of D&D.
Want to start playing but don't have anyone to play with? You can try these options: [link].
looking forward to spelljammer.
Guide to the Five Factions (PWYW)
Deck of Decks
Unless you are an Octopus or maybe a fantasy race that doesn't follow any known real world biology.
She/Her Player and Dungeon Master
What does the Loxadon's Trunk do? I don't own that book but I think that is the closest we currently have to a Player Race with extra arms.
She/Her Player and Dungeon Master
I would have to say that a critter with four arms, by the rules, wouldn't get anything extra for them. However. That isn't going to stop the endless questions and arguments people will have about it. With four arms, can you finally use two hand crossbows to their fullest extent? How many attacks will a Crossbow Expert get if they have three Hand Crossbows? Why can't you hold and throw four daggers, one in each hand? That's just off the top of my head. I'm sure there would be other problems.
<Insert clever signature here>
Holding things and empty hand requirements are already one the more common things that come up in the Rules Forums.
She/Her Player and Dungeon Master
Confusion about the rules doesn't change the rules. Misconceptions are still mistakes. By the rules, extra hands do not cause action economy issues. I completely understand a reluctance to add more things players are likely to get in arguments about, but nixing stuff because people might get the rules wrong feels like a bad call to me. It'd actually be a great opportunity to clarify the matter of free hands and what can be (and, more importantly, can't be) done with tails, teeth, extra hands and whatnot. Since that is the cause of frequent arguments, such clarification is overdue anyway.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I am not disagreeing with you, but I also don't think there is a 5e example of any Player Race that has more than two arms (I still don't know what a Loxadon Trunk does per the rules) so I don't think that we can really argue RAW about what a race with extra arms can or can't do at this time.
I would love to see Dark Sun as one of the "Classic" settings being adapted to 5e. Mul, Thri-Kreen and a full Psion class would be awesome. But I can see the possible hurdles that need to crossed as well.
She/Her Player and Dungeon Master
Precedent from previous editions aside, there's the fact that you can't make extra attacks using your feet - even though you can make your normal attack(s) with them. Humanoids already have 4 limbs to make attacks with, and headbutts or body slams are allowed as well. Not exactly the same as an extra hand or arm, but I think it's indicative. As for Loxodon trunks - the rules don't say you can do anything with them (beyond what any character can do with any no-hand body part) so that's what it does: nothing.
Want to start playing but don't have anyone to play with? You can try these options: [link].
This is what the racial feature states for the Loxodon's Truck feature.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
"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
Nice. Also, I stand corrected on the trunks - but not on the extra actions.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I would venture a guess that Thri-Kreen would get a similar racial feature to this then
She/Her Player and Dungeon Master