On this, I stand by my view that the basic lines of development were clear from the first half of 2008. So that passage in the DMG didn't surprise me at all. It is a D&D-ish way of expressing the basic principle of cutting to the action and not fostering "setting tourism" as a focus of play.The bolded was one of the specific bits I found both aggravating and disappointing when first reading the 4e DMG, in a "What the hell are they thinking? This is terrible advice!" kind of way.
I didn't feel ripped off as such; but after the buildup had somewhat led me to expect (or at least hope for) one thing, to get something else was a considerable letdown.
Well, improvement in the explanation of, and fine-tuning in the mechanics of, a resolution framework that is of no interest to you - namely, skill challenges - would still be of no interest to you.What this meant, of course, was that I stopped right there; and didn't bother buying any of the second go-round of the core three books (DMG II, etc.). Thus, any tweaks or improvements or fine-tuning there - of which I gather there's a fair bit - is lost on me.
Likewise advice on how to handle companions and cohorts in the context of a game that deliberately rejects the idea that the "build" of NPCs need not mirror that of PCs. And advice on how to use "inherent bonuses" in place of "enhancement bonuses" to handle the magic item component of the PC build maths.
So why would you bother with the DMG II?
I haven't bought any of the supplements for 5e D&D. Nor have I bought any of its core books.