D&d Next Basic Dmg

OK, first of all: as was the case with the Monster Manual, Rory and my names are in the Dungeon Masters Guide! We’re credited as “Additional feedback provied by”. It’s notable that I didn’t review the acknowledgements section, or that particular spelling error would have never gotten through. In fact, since I saw early drafts of DMG sections, a third or more of the book is completely new to me.

Of the core books, the DMG benefits the most from close readings: things that were explained fully in previous DMGs are often presented in complete but compressed form. I’ll probably find things to unpack in this DMG for a few weeks.

Since then, we have seen the more focused Advanced D&D, the simplified D&D Basic Set. (for FREE!), you will be taking part in making D&D Next the game that you want it to be.

D&d next basic dmg system
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Today I’ll be talking about page 14 of the DMG. In the 3e DMG we got, like, a chapter on worldbuilding, demographics, and settlement generation. In 5e we get page 14. This contains the outdoor campaign mapping rules, into which is encoded a lot of world demographics information. From this page, what can we learn about the D&D world? Is it more like a medieval dark age, or the early Renaissance, or is it totally ahistorical?

Page 14 recommends getting hex paper with five hexes to the inch (so about 2000 hexes per sheet, more or less.) Following in the footsteps of BECMI, the DMG recommends maps at three different scales. This time it’s Province (1 mile hex), Kingdom (6 mile hex) and Continent scale (60 mile hex).

First of all, there’s a major error in the section about combining scales: it says that at continent scale, “1 hex represents the same area as 10 kingdom scale hexes.” Wrong. 1 continent hex is 100x times the area. Similarly, a kingdom hex is the area of 30 province hexes, not 6 as claimed. It looks like this was simply an error of saying “area” when they meant “length”, and, with that substitution, the rest of the math on the page works out fine. Still, that will confuse some poor saps when they get around to making new campaign maps.

OK, on to those sweet demographics!

On a province-scale 8 1/2 x 11 map, which takes about two days of travel to traverse, the DMG says that you’d expect to find one town (population generally around 4000, based on settlement size ranges) and 10 villages (population around 500 each), which works out to about 5 people per square mile in settled lands, about the same population density as the Western Sahara. Wow! Fantasy medieval Europe is empty!

The kingdom scale of 6 miles per hex is just about standard for D&D outdoor hex scales (5 to 8 miles per hex, depending on edition). A kingdom map of a settled area will have 10 notable cities or towns; villages are not shown at this scale. Considering that a kingdom map contains 30 province maps, each of which is likely to contain a town, it’s probable that small towns aren’t shown on the map either.

Continent scale is huge. At 60 miles to the hex, you could fit Europe on one sheet of hex paper, plus about a third of Russia. If your continent fills the map, it has the same area as 3000 province maps, and it takes three months to traverse at 25 miles per day. That’d give you a population of 30 million people if the entire continent were settled, but probably it’s half wild. Apparently this matches the demographics of Europe in 650, right after the Plague of Justinian wiped out 50% of the world population.

OK, so D&D demographics match a) 650 AD, one of the worst post-apocalyptic times in world history and b) Western Sahara, a current nearly-uninhabited strip of desert.

We don’t have to do anything with this information. We can run a jolly D&D campaign with dragons, kings, and quest givers without wondering about the number of peasants in a square mile. But we can also find inspiration in the game’s parallels with Earth demographics. Here’s what the numbers suggest to me.

a) There was a recent event, probably within the last 100 years (because population recovers over a few hundred years), that killed a lot of people. Everybody still remembers it and it terrified of its return. What was it?

b) There are a lot of deserted villages. Furthermore, in every village, town, and city, there are a lot of empty houses. Land is cheap.

d) The king is happy to give you a parcel of land and a border fort when you hit name level. Why not? That border fort is sitting empty right now.

e) A lot of abandoned dungeon locations were probably thriving civilized structures within the last 100 or 200 years. For instance, that border fort the king just gave you.

These speculations are borne out by other parts of the DMG.

-Standard city size caps at about 25,000: larger metropolises, like Waterdeep and Greyhawk (or Toulouse!) are rare. These city populations are fairly low for medieval city population, but make sense in the wake of a plague that wiped out half the population.

-In the Wilderness section, a wilderness province contains “ruined villages and towns that are either abandoned or serve as lairs for marauding bandits and monsters.” Wilderness doesn’t have to mean old-growth forest or untamed mountains: it might also mean farms and villages given over to chaos.

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  • 1Weapons
    • 1.3Weapon Descriptions

Weapons

Masterwork Weapons
Weapon Categories
Simple, Martial, and Exotic Weapons
Melee and Ranged Weapons
Light, One-Handed, and Two-Handed Melee Weapons
Weapon Size
Improvised Weapons
Weapon Qualities
Cost
Damage
Critical
Range Increment
Weight
Type
Special

Weapons by Property

NextNext
Simple, Martial,
and Exotic
Light, One-Handed,
and Two-Handed
Melee and RangedDamage TypeSpecial
Simple
Martial
Exotic
Light
One-Handed
Two-Handed
Melee
Ranged
  • Projectile (Ammunition)
Bludgeoning
Piercing
Slashing
Improvised
Monk
Nonlethal

Weapons by Grouping

D&d Next Basic Dmg Free

Axe
Bow
Crossbow
Hammer
Maces
Polearm
Spear
Sword

Weapon Descriptions

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.

Table: Weapons
Simple WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type2
Unarmed Attacks
Gauntlet2 gp1d21d3×21 lb.Bludgeoning
Unarmed strike1d231d33×2Bludgeoning
Light Melee Weapons
Dagger2 gp1d31d419–20/×210 ft.1 lb.Piercing or slashing
Dagger, punching2 gp1d31d4×31 lb.Piercing
Gauntlet, spiked5 gp1d31d4×21 lb.Piercing
Mace, light5 gp1d41d6×24 lb.Bludgeoning
Sickle6 gp1d41d6×22 lb.Slashing
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lb.Bludgeoning
Mace, heavy12 gp1d61d8×28 lb.Bludgeoning
Morningstar8 gp1d61d8×26 lb.Bludgeoning and piercing
Shortspear1 gp1d41d6×220 ft.3 lb.Piercing
Two-Handed Melee Weapons
Longspear45 gp1d61d8×39 lb.Piercing
Quarterstaff51d4/1d41d6/1d6×24 lb.Bludgeoning
Spear2 gp1d61d8×320 ft.6 lb.Piercing
Ranged Weapons
Crossbow, heavy50 gp1d81d1019–20/×2120 ft.8 lb.Piercing
Bolts, crossbow (10)1 gp1 lb.
Crossbow, light35 gp1d61d819–20/×280 ft.4 lb.Piercing
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d31d4×220 ft.1/2 lb.Piercing
Javelin1 gp1d41d6×230 ft.2 lb.Piercing
Sling1d31d4×250 ft.0 lb.Bludgeoning
Bullets, sling (10)1 sp5 lb.
Martial WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type2
Light Melee Weapons
Axe, throwing8 gp1d41d6×210 ft.2 lb.Slashing
Hammer, light1 gp1d31d4×220 ft.2 lb.Bludgeoning
Handaxe6 gp1d41d6×33 lb.Slashing
Kukri8 gp1d31d418–20/×22 lb.Slashing
Pick, light4 gp1d31d4×43 lb.Piercing
Sap1 gp1d431d63×22 lb.Bludgeoning
Shield, lightspecial1d21d3×2specialBludgeoning
Spiked armorspecial1d41d6×2specialPiercing
Spiked shield, lightspecial1d31d4×2specialPiercing
Sword, short10 gp1d41d619–20/×22 lb.Piercing
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lb.Slashing
Flail8 gp1d61d8×25 lb.Bludgeoning
Longsword15 gp1d61d819–20/×24 lb.Slashing
Pick, heavy8 gp1d41d6×46 lb.Piercing
Rapier20 gp1d41d618–20/×22 lb.Piercing
Scimitar15 gp1d41d618–20/×24 lb.Slashing
Shield, heavyspecial1d31d4×2specialBludgeoning
Spiked shield, heavyspecial1d41d6×2specialPiercing
Trident15 gp1d61d8×210 ft.4 lb.Piercing
Warhammer12 gp1d61d8×35 lb.Bludgeoning
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/×28 lb.Slashing
Glaive48 gp1d81d10×310 lb.Slashing
Greataxe20 gp1d101d12×312 lb.Slashing
Greatclub5 gp1d81d10×28 lb.Bludgeoning
Flail, heavy15 gp1d81d1019–20/×210 lb.Bludgeoning
Greatsword50 gp1d102d619–20/×28 lb.Slashing
Guisarme49 gp1d62d4×312 lb.Slashing
Halberd10 gp1d81d10×312 lb.Piercing or slashing
Lance410 gp1d61d8×310 lb.Piercing
Ranseur410 gp1d62d4×312 lb.Piercing
Scythe18 gp1d62d4×410 lb.Piercing or slashing
Ranged Weapons
Longbow75 gp1d61d8×3100 ft.3 lb.Piercing
Arrows (20)1 gp3 lb.
Longbow, composite100 gp1d61d8×3110 ft.3 lb.Piercing
Arrows (20)1 gp3 lb.
Shortbow30 gp1d41d6×360 ft.2 lb.Piercing
Arrows (20)1 gp3 lb.
Shortbow, composite75 gp1d41d6×370 ft.2 lb.Piercing
Arrows (20)1 gp3 lb.
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type2
Light Melee Weapons
Kama2 gp1d41d6×22 lb.Slashing
Nunchaku2 gp1d41d6×22 lb.Bludgeoning
Sai1 gp1d31d4×210 ft.1 lb.Bludgeoning
Siangham3 gp1d41d6×21 lb.Piercing
One-Handed Melee Weapons
Sword, bastard35 gp1d81d1019–20/×26 lb.Slashing
Waraxe, dwarven30 gp1d81d10×38 lb.Slashing
Whip41 gp1d231d33×22 lb.Slashing
Two-Handed Melee Weapons
Axe, orc double560 gp1d6/1d61d8/1d8×315 lb.Slashing
Chain, spiked425 gp1d62d4×210 lb.Piercing
Flail, dire590 gp1d6/1d61d8/1d8×210 lb.Bludgeoning
Hammer, gnome hooked520 gp1d6/1d41d8/1d6×3/×46 lb.Bludgeoning/piercing
Sword, two-bladed5100 gp1d6/1d61d8/1d819–20/×210 lb.Slashing
Urgrosh, dwarven550 gp1d6/1d41d8/1d6×312 lb.Slashing/piercing
Ranged Weapons
Bolas5 gp1d331d43×210 ft.2 lb.Bludgeoning
Crossbow, hand100 gp1d31d419–20/×230 ft.2 lb.Piercing
Bolts (10)1 gp1 lb.
Crossbow, repeating heavy400 gp1d81d1019–20/×2120 ft.12 lb.Piercing
Bolts (5)1 gp1 lb.
Crossbow, repeating light250 gp1d61d819–20/×280 ft.6 lb.Piercing
Bolts (5)1 gp1 lb.
Net20 gp10 ft.6 lb.
Shuriken (5)1 gp11d2×210 ft.1/2 lb.Piercing
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.

D&d Next Basic Dmg Game

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