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D&D 5th Edition Dungeon Master's Guide
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<blockquote data-quote="Quickleaf" data-source="post: 6471537" data-attributes="member: 20323"><p><strong>5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide</strong></p><p></p><p>Great presentation and art, solid writing that hits that sweet spot between flowery and terse, more useful tables than you can shake a goblin at, and an excellent combination of both advice and hard rules. It's not perfect, but this is a terrific DMG! 4.5 out of 5 stars!</p><p></p><p>My top 4 favorite things are:</p><p></p><p>1. The attention to detail, particularly where teaching DMing & handling DMing logistics are concerned. Chapter 8: Running the Game does the best job covering the logistics of DMing than I've seen any core rulebook cover.</p><p>2. Chapter 7: Treasure chapter knocks it out of the park! Magic items have never looked so good, appeared in such great number, or felt so magic in any core book that I recall. Epic boons are icing on the cake.</p><p>3. The adventure and encounter creation guidelines are solid. I was pleasantly surprised at how well done the various tables were; despite being a veteran DM, I could actually see myself using these!</p><p>4. There are lots of little touches that are positively dripping with flavor and scream "use me in your campaign!" Madness tables, I'm looking at you.It's not all puppies and rainbows, however. </p><p></p><p>My top 4 criticisms are:</p><p></p><p>1. In Running The Game there should be a guide to improvising conditions, or at least assigning a level or "deadliness" to various conditions. A condition track alternative would have been most welcome as well!</p><p>2. The DM's Toolkit chapter should explain how various rules options interact with each other. For example, proficiency dice work best when combined with automatic successes because it allows for more predictable skill check results while still allowing for a modest bit of randomness - d4, d6, d8, d10, or d12 rather than d20. This was actually an idea Mike Mearls floated in one of the Legends & Lore articles.</p><p>3. A quick n' dirty table/guidelines for estimating Challenge Rating (CR) of NPCs made using the PHB rules for PCs would go a long way. Sure, it's the sort of things us fans can hack, but really it belongs in the DMG.</p><p>4. There are only 8 traps and 3 diseases described (compare that to the copious number of magic items and random tables). Personally, I would have snipped out the dungeon dressing tables or a few magic items in order to add more traps and a few more diseases...or, better yet, curses! So, in effect my final criticism amounts to wanting more, which says a lot about the quality of the 5th edition DMG!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6471537, member: 20323"] [b]5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide[/b] Great presentation and art, solid writing that hits that sweet spot between flowery and terse, more useful tables than you can shake a goblin at, and an excellent combination of both advice and hard rules. It's not perfect, but this is a terrific DMG! 4.5 out of 5 stars! My top 4 favorite things are: 1. The attention to detail, particularly where teaching DMing & handling DMing logistics are concerned. Chapter 8: Running the Game does the best job covering the logistics of DMing than I've seen any core rulebook cover. 2. Chapter 7: Treasure chapter knocks it out of the park! Magic items have never looked so good, appeared in such great number, or felt so magic in any core book that I recall. Epic boons are icing on the cake. 3. The adventure and encounter creation guidelines are solid. I was pleasantly surprised at how well done the various tables were; despite being a veteran DM, I could actually see myself using these! 4. There are lots of little touches that are positively dripping with flavor and scream "use me in your campaign!" Madness tables, I'm looking at you.It's not all puppies and rainbows, however. My top 4 criticisms are: 1. In Running The Game there should be a guide to improvising conditions, or at least assigning a level or "deadliness" to various conditions. A condition track alternative would have been most welcome as well! 2. The DM's Toolkit chapter should explain how various rules options interact with each other. For example, proficiency dice work best when combined with automatic successes because it allows for more predictable skill check results while still allowing for a modest bit of randomness - d4, d6, d8, d10, or d12 rather than d20. This was actually an idea Mike Mearls floated in one of the Legends & Lore articles. 3. A quick n' dirty table/guidelines for estimating Challenge Rating (CR) of NPCs made using the PHB rules for PCs would go a long way. Sure, it's the sort of things us fans can hack, but really it belongs in the DMG. 4. There are only 8 traps and 3 diseases described (compare that to the copious number of magic items and random tables). Personally, I would have snipped out the dungeon dressing tables or a few magic items in order to add more traps and a few more diseases...or, better yet, curses! So, in effect my final criticism amounts to wanting more, which says a lot about the quality of the 5th edition DMG! [/QUOTE]
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