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The problem is that it is poorly explained. The encounter building math is complicated and confusing, sure. The problem is they are really bad at explaining the game. Except for some bizarre-a$% oddities like the fact that magic missile is not intended to be an attack and dispel magic only actually works on spells and not on any magical class ability. The designers of D&D are very good at creating a game. It just had to cram as many references to bygone eras and bygone campaigns as possible. Instead, it just had to tug at your nostalgia heartstrings. So the PHB didn’t really have to teach much. And people don’t see it because most people reading the books are already gamers. Every game has crap, but for the most part, I really do love the game. On the one hand, I like the actual the game. Homebrewing content gives DMs a chance to let their imaginations run wild, but it's when those imaginations are geared toward weaving the PCs into the world that the players most enjoy it.I have a love-hate relationship with Dungeons & Dragons, 5th Edition. If another PC was orphaned at an early age, put the villain who orphaned them into the story and the stakes will never feel greater. If one PC fancies herself a master cobbler, create a rival to challenge them to a cobble-off. Reward players for creatively fleshing out their characters by mirroring those details in the world. That not only makes them feel special, but gives them an experience they can't get with any other game. The adaptive world of Dungeons & Dragons allows a campaign to shape itself around the PCs inhabiting it. Looking over the dizzying number of rules and all the various factors to balancing an encounter may seem dizzying, but what makes it worth it is homebrewed content's ability to cater to the party it serves.
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The players may never even discover all the details you spent time crafting, and if they do it could be an active hindrance if it's overly confusing. Once you start homebrewing, be careful not to get so carried away with world-building and history crafting that the content you create becomes convoluted. That sounds obvious enough, but a common pitfall with homebrewing is to start cooking up content without realizing there's already perfectly fine material in the source books.ĭMing can be a lot of work, so you might as well take the pre-constructed material where you can get it before sweating over it too much. Whatever the case, hone in on figuring out the problem to address before finding solutions. It could be a unique threat tailor made for their environment. Maybe it's a magic item to help the Player Characters along or something to reward those PCs for a hard-fought battle. It may seem straightforward, but the first step to homebrewing your own content is to recognize what it is you need.
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