Pathfinder Question; The Runesage (from Adventurers Guide)

arcane focus – could a wizard somehow have already prepped objects (like backup wands, staves, or whatever object) as backup arcane focuses? for instance, say you’re a runesage (the class I’m looking at), and it tells you to treat your floating rock similar to an arcane focus when switching the school it channels (i.e. inscribing a new rune into it). what if~ prep 4 extra shiny gems with the other schools runes on each one, having paid the costs already to have made them. and simply switch out which rune (school) you prep with each morning. ?

How can a GM subtly guide characters into making campaign-specific character choices?

Note: the example I’m giving is D&D focussed, but the question is system-agnostic.

We’re in the early days of a new D&D group. If it keeps running, I’m planning to transition the players into Storm King’s Thunder once they reach 5th level. Storm King’s Thunder is an adventure that features a lot of giants.

I allowed the party to defer some character creation choices so we could get playing faster, and one of them has an unused language slot. The party also has a Ranger and the revised version of the class can, at higher levels, choose an epic foe against whom they get combat bonuses.

It would be very sensible if that unused language could turn out to be giantish and that the ranger could take giants as their epic foe. It would also be nice if I didn’t have to lay out to the players that there are giants in store later – they’re all new, and they won’t guess.

Are there any good story-driven ways that a GM can help "guide" players toward making character creation choices that fit the planned campaign?

What material currently appears in the “Wayfinder’s Guide to Eberron” that wasn’t reprinted in the “Eberron: Rising from the Last War” book?

The Wayfinder’s Guide to Eberron (WGtE) was originally released on DMsGuild as a PDF (and on D&D Beyond) in July 2018. (See also this Q&A: What is "Wayfinder's Guide to Eberron"?) The various parts already included in it (races, dragonmarks, magic items) then went through the Unearthed Arcana public playtest process, as did the artificer class.

Eventually, the final versions of this material were published in Eberron: Rising from the Last War (E:RftLW) in November 2019. At that point, WGtE was updated to include the final versions (as they appear in E:RftLW) of the content that was already in it; the official artificer class was added to WGtE as well, though with only 1 of the 3 subclasses that appeared in E:RftLW (the Alchemist).

As of the release of Eberron: Rising from the Last War, it seems like there’s almost no reason to buy the Wayfinder’s Guide to Eberron. Almost every single character option and magic item that exists in WGtE seems to have been reprinted in E:RftLW, and then the latter adds several additional things that are not in WGtE at all: the Artillerist and Battle Smith subclasses for artificer, reprints of bugbears/goblins/hobgoblins, a "new" orc race (though mechanically almost identical to the existing one in Volo’s Guide to Monsters), a group patrons mechanic, seemingly more in-depth lore, a short sample adventure, several additional magic items, and plenty of new monsters/NPCs.

By the way, this stands in stark contrast to Mike Mearls’ claims back when WGtE first came out that any future print product would be complementary, rather than just superseding/replacing WGtE entirely (even if E:RftLW was only a hypothetical at that point):

  • This book and a theoretical print release will be designed to complement each other, though some material (artificer, races) will be duplicated.

  • If we do an Eberron print product, we will design it to complement as much as possible what the PDF presents.
    Some things, like the artificer, races, and basic world info, will be picked up for a print book, but we want fans to be happy owning both.

  • yes, but we will build a print product so that the two complement each other.

However, in responding to someone’s question on /r/dndnext on Reddit about which of the 2 books would be a better purchase (to which the answer was obvious), I did begin to wonder what official material appeared exclusively in Wayfinder’s Guide to Eberron. The only 2 things I’m aware of are listed in my reply to the linked comment, but I was curious whether there was anything else I’d missed. (I’m intentionally choosing not to state which things I identified in my question, so that answers will contain a complete list of WGtE-exclusive material rather than excluding those two.)

What material currently appears only in the Wayfinder’s Guide to Eberron (the latest version, as of November 2019), that wasn’t also reprinted in Eberron: Rising from the Last War?

I’m mainly interested in a summary/list mechanical stuff – e.g. character options, magic items, monsters, etc. – but if there are significant lore elements mentioned only in WGtE and not in E:RftLW, it’d be nice to get a brief summary of what lore is exclusive to WGtE as well. (You don’t need to provide a full rundown of what that WGtE-exclusive lore is – just list the names of topics/sections that only WGtE has lore about, or point out where in WGtE I can find it.) I might count maps and other resources too, if they’re exclusive to WGtE.

Basically, I’m curious about any WGtE-only content that a person couldn’t get simply by buying E:RftLW.

What are the repercussions of the Sword Coast Adventurers Guide errata to the cantrips Green-Flame Blade and Booming Blade?

In the most recent update to the Sage Advice article, Green-Flame Blade and Booming Blade have received errata to their range and spell text, being altered from

Range: 5 feet

to

Range: Self (5 foot radius)

Furthermore, the text of GFB and BB have been altered from

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

to the phrase

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.

How do these changes alter the way that these spells are used, and how they interact with features or feats, such as Spell Snipers effect of doubling a spells range.

Should I get the Dungeon Master’s Guide, the Player’s Handbook, or the Monster Manual? [duplicate]

So I’m a fairly new player in the game Dungeons & Dragons (D&D). I’m known about the game/played a very loose version of the game a little over a year ago and I started getting serious about ten-eleven months ago. Currently, I am still learning about the game, its concepts, and how to play. Something I would love to try is DMing. But there are a few problems with that:

  1. I’m still not a master at the game and I’m still learning
  2. I’m not sure if I have all the resources.

So I’m asking you guys! What would be the most important to get for an inspiring world builder and D&D player? The Dungeon Master’s Guide, the Player Handbook, or the Monster Manual? I currently have some beginner level stuff that just teaches you the basics, but what if I want to go deeper?

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What is the correct interpretation of the Gambling Results table in Xanathar’s Guide to Everything?

In Xanathar’s Guide to Everything, one of the downtime options provided in “Downtime, Revised” allows a character to gamble during their downtime to earn extra money.

Gambling

Games of chance are a way to make a fortune—and perhaps a better way to lose one.

[…]

Gambling Results
\begin{array}{|l|l|} \hline \text{Result} & \text{Value} \ \hline \text{0 Successes} & \text{Lose all the money you bet, and accrue a debt equal to that amount.} \ \hline \text{1 Success} & \text{Lose half the money you bet.} \ \hline \text{2 Successes} & \text{Gain the amount you bet plus half again more.} \ \hline \text{3 Successes} & \text{Gain double the amount you bet.} \ \hline \end{array}

—Xanathar’s Guide to Everything, pg. 130

So if I place a bet of 100gp and make my checks against this table, how much would I have, for each category?

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