As part of the celebration of ' 50th anniversary, Wizards of the Coast is releasing three new core rulebooks, the, the, and the 2025. Each book includes changes to the established lore, mechanics, and makes it easier for newcomers to jump into the game. The teaches players how to play the game before they build their character with a new approach to character building.
The includes advice and rules that can help new DMs jump behind the DM screen for the first time. It also includes new elements, such as the Bastion system, which allows players to build out their own piece of the world. It also includes examples and samples of adventures and a campaign. The new also includes tons of new monsters for the DM to use with their players. Jeremy Crawford and Chris Perkins have worked tirelessly to take feedback from players and DMs into account when revamping details, species, classes, subclasses, lore, and mechanics to enhance the game for everyone.
The upcoming book, The Making Of Original Dungeons & Dragons 1970-1977, takes a deep look at the earliest days of D&D and its creators.
During Gen Con, spoke with Chris Perkins about expanding the. He explained why he wanted to take advantage of the opportunity to focus on the and how feedback helped make it easier for DMs to use. Perkins also revealed a number of expert DMs including 's Matt Mercer who had input on the book and how it will help both new DMs and veteran DMs.
Which of the new core rulebooks was the most fun to work on and expand?
Chris Perkins: So I was the lead designer of the Monster Manual last time and Co-lead on the Dungeon Master's Guide. I've always been fond of monsters. I go crazy for Monster Books, but this time most of my energy was focused on the Dungeon Masters Guide. I have a long history of being a Dungeon Master. I've been doing it since I was 10. We were so, kind of, strapped back in 2012-2013 when we were finalizing the fifth edition rule books the first time.
Time strapped, cash
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