Yeah, it’s been busy here on the home front. Though some of that has been tweaking and revising older content for D&D 5E. I’m going to leave the old content up for people who still play AD&D (and who knows, I may play it again at some point) but I’m pretty firmly on the 5E bandwagon at this point.
Never thought I’d say this, but I’m actually excited about the new edition. Some of it is going to require some major revision to work in my world (Goblins for example) and some it just requires some extras (like the player races). I like what I see so far in the Player’s Handbook and the pre-info for the Monster Manual, I’m cautiously optimistic about the Dungeon Master’s Guide mostly because I want to see what the customization rules are as well as more complete rules for magical items. I already have my own thoughts on some of that, and I’m kind of iffy on how it looks like the attunement rules are going to play out, but I’ve never had a problem with a “high magic world”.
Hell, given that the new standard is Forgotten Realms I’m going to be real interested in how they resolve that little conundrum…
I had kind of tried to hold out until the DMG came out to start my customizing because I really didn’t want to duplicating work, but I plan to be starting a campaign again before it comes out and my setting is anything but a standard D&D setting. LOL!
So, a handful of new backgrounds (a couple adapted from elsewhere), a new Warlock Pact, a new Bardic College, a new School of Magic, some new Feats, Social Class, Magical Metals for Weapons and Armor, a far clearer way to talk about vehicle proficiencies than the kludgy way they did it in the PH, and updated races. That’s what I have so far, and there is more coming up as I get it finished – more races, a tweaked way to handle religion and Divine Domains, fix Familiars a bit, a new Sorcerer Bloodline, and a couple of more Warlock Patrons are what immediately comes to mind.