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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="Yaarel" data-source="post: 9272666" data-attributes="member: 58172"><p>In the list given, everything is either the actual 2024 default − and not a variant − or else really does belong in the DMs Guide as a variant that the DM must be deeply familiar with.</p><p></p><p></p><p></p><p>The 2024 Players Handbook can say. "For other methods of generating abilities, see the DMs Guide."</p><p></p><p></p><p>I dont fully understand what you are saying here. What is a "Variant AC"?</p><p></p><p></p><p>This is the default. Not a variant.</p><p></p><p>Every 2024 player can create their own background. A player can freely modify any default background.</p><p></p><p>I meant that each setting comes with its own list of "default in this setting" backgrounds. Like, the Elves of the Avariel Aerie have their own unique kind of alchemists who can create "glassteel". And so on.</p><p></p><p></p><p>I hope there is a Custom Species like Tashas but better with better options: namely pick three from a satisfying variety of Background Feats for it.</p><p></p><p>However, as a DM I dont want this in the Players Handbook, I dont think. Whatever species exist in a setting completely and overwhelmingly define the setting. Because the DM is responsible for keeping track of and presenting all of the setting content, the species is something a DM must have a say in.</p><p></p><p>Even so, if the default is, a player can create a species similar to creating a background, it wouldnt bother me. I would need the "you and your DM agree" notice there.</p><p></p><p></p><p>Equipment is definitely DM setting jurisdiction.</p><p></p><p></p><p>DM setting jurisdiction.</p><p></p><p>However, because some of the 2014 skills are less good or missing or nonsensical, I appreciate making it easier to change the skills around. But it seems like something the DM needs to be fully cognizant of. When the DM calls for ability checks, including which skills apply, the DM must be intimately aware of what each skill is and can do. Depending on DM style, skills can easily be the most important part of a DM game.</p><p></p><p>For example, 2014 Survival and Nature (and Medicine! and Animal Handling!) is fairly ambiguous and may or may not be useful.</p><p></p><p>I use Survival for anything relating to wilderness adventuring: plants, animals, terrain, weather, etcetera.</p><p></p><p>Then I use "Nature" for alchemy, elementalism, engineering, architecture, and other mathy sciency physicsy stuff. It works great, but it isnt how 2014 Nature is described.</p><p></p><p>Medicine is also for creating poisons.</p><p></p><p>Animal Handling overlaps with the Tool Proficiency of a "Mount" or vehicle.</p><p></p><p></p><p>New Action Types is something the DM must do.</p><p></p><p></p><p>Multiclass is the 2024 default. Not a variant.</p><p></p><p></p><p>LOL! Players making up their own feats?!</p><p></p><p>There is no way in hell that would happen without my consent and full attention, when I DM.</p><p></p><p></p><p>It depends on what a variant can do.</p><p></p><p>A spell that autohits and instakills could fit on a character sheet, but can never happen for other reasons.</p><p></p><p></p><p>We probably can agree, the DM is totally responsible for worldbuilding. When worldbuilding and character building overlap, that is when "both you and your DM must agree". A DM cannot violate the reallife personal space of a character concept. A player cannot muck up a setting − it would be like talking thru a movie that other players and DM are trying to watch. When there are conflicts between character concept and setting concept, there needs to be negotiation and genuine resolution.</p><p></p><p></p><p>A "variant" rule − which I wish is the default − is: Each player gets to choose the spellcasting method for a full caster, whether "slots per Long Rest" or "points per Short Rest" or so on. This ship has already sailed, since the classes playtests have concluded. So spellcasting "variants" are likely to be in the DMs Guide. That might be for the best, since a setting where every full caster refreshes per Short Rest helps the DM balance the game better.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9272666, member: 58172"] In the list given, everything is either the actual 2024 default − and not a variant − or else really does belong in the DMs Guide as a variant that the DM must be deeply familiar with. The 2024 Players Handbook can say. "For other methods of generating abilities, see the DMs Guide." I dont fully understand what you are saying here. What is a "Variant AC"? This is the default. Not a variant. Every 2024 player can create their own background. A player can freely modify any default background. I meant that each setting comes with its own list of "default in this setting" backgrounds. Like, the Elves of the Avariel Aerie have their own unique kind of alchemists who can create "glassteel". And so on. I hope there is a Custom Species like Tashas but better with better options: namely pick three from a satisfying variety of Background Feats for it. However, as a DM I dont want this in the Players Handbook, I dont think. Whatever species exist in a setting completely and overwhelmingly define the setting. Because the DM is responsible for keeping track of and presenting all of the setting content, the species is something a DM must have a say in. Even so, if the default is, a player can create a species similar to creating a background, it wouldnt bother me. I would need the "you and your DM agree" notice there. Equipment is definitely DM setting jurisdiction. DM setting jurisdiction. However, because some of the 2014 skills are less good or missing or nonsensical, I appreciate making it easier to change the skills around. But it seems like something the DM needs to be fully cognizant of. When the DM calls for ability checks, including which skills apply, the DM must be intimately aware of what each skill is and can do. Depending on DM style, skills can easily be the most important part of a DM game. For example, 2014 Survival and Nature (and Medicine! and Animal Handling!) is fairly ambiguous and may or may not be useful. I use Survival for anything relating to wilderness adventuring: plants, animals, terrain, weather, etcetera. Then I use "Nature" for alchemy, elementalism, engineering, architecture, and other mathy sciency physicsy stuff. It works great, but it isnt how 2014 Nature is described. Medicine is also for creating poisons. Animal Handling overlaps with the Tool Proficiency of a "Mount" or vehicle. New Action Types is something the DM must do. Multiclass is the 2024 default. Not a variant. LOL! Players making up their own feats?! There is no way in hell that would happen without my consent and full attention, when I DM. It depends on what a variant can do. A spell that autohits and instakills could fit on a character sheet, but can never happen for other reasons. We probably can agree, the DM is totally responsible for worldbuilding. When worldbuilding and character building overlap, that is when "both you and your DM must agree". A DM cannot violate the reallife personal space of a character concept. A player cannot muck up a setting − it would be like talking thru a movie that other players and DM are trying to watch. When there are conflicts between character concept and setting concept, there needs to be negotiation and genuine resolution. A "variant" rule − which I wish is the default − is: Each player gets to choose the spellcasting method for a full caster, whether "slots per Long Rest" or "points per Short Rest" or so on. This ship has already sailed, since the classes playtests have concluded. So spellcasting "variants" are likely to be in the DMs Guide. That might be for the best, since a setting where every full caster refreshes per Short Rest helps the DM balance the game better. [/QUOTE]
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