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People don't read the 5E DMG for a reason
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<blockquote data-quote="Stormonu" data-source="post: 8860687" data-attributes="member: 52734"><p>Sort of. The PHB is loaded down with a lot of things - races, classes, equipment, feats, spells, etc. I wouldn’t be adverse to putting magic items in the PHB, but would possibly strain the page count. </p><p></p><p>A lot of RPGs fit their main game into one book. D&D has only managed to do that once, and it got lambasted in 4E for the opposite with its PHB 1, 2, 3 and such. In many ways, D&D has too much stuff in it at its roots, and its hard to present it all in a small, slim set of books.</p><p></p><p>The one thing the PHB doesn’t really do is provide advice to play. It provides a couple springboard ideas for making this or that sort of character, but it doesn’t run you through what you need to know when you’re actually playing - like <em>how</em> to use a character, dungeon delving tips, out-of-combat RP or many such things. Yeah, there’s plenty of other books on the market that can tell you these things, but the PHB is primarily mechanics, more encyclopedia than a “teach me to play” manual.</p><p></p><p>And to me, that’s what the true strength of a DMG would be - advice and tools for the DM. Sure, you could put magic items in the DMG, but what a <em>DM</em> really needs is information of when and what to give out during the game, how to make new items and advice on what they should let PCs buy/build/sell. Same for monster & NPC creation - and how to use them, as well as a host of other aspects of the game, up to building an entire fantasy universe. </p><p></p><p>To me, the strength of the DMG should be in teaching someone how to put all these game elements together. Tables to inspire ideas and break down the components to make new stuff, and advice on how and when to use it all. It basically should be a D&D DIY kit book.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8860687, member: 52734"] Sort of. The PHB is loaded down with a lot of things - races, classes, equipment, feats, spells, etc. I wouldn’t be adverse to putting magic items in the PHB, but would possibly strain the page count. A lot of RPGs fit their main game into one book. D&D has only managed to do that once, and it got lambasted in 4E for the opposite with its PHB 1, 2, 3 and such. In many ways, D&D has too much stuff in it at its roots, and its hard to present it all in a small, slim set of books. The one thing the PHB doesn’t really do is provide advice to play. It provides a couple springboard ideas for making this or that sort of character, but it doesn’t run you through what you need to know when you’re actually playing - like [i]how[/i] to use a character, dungeon delving tips, out-of-combat RP or many such things. Yeah, there’s plenty of other books on the market that can tell you these things, but the PHB is primarily mechanics, more encyclopedia than a “teach me to play” manual. And to me, that’s what the true strength of a DMG would be - advice and tools for the DM. Sure, you could put magic items in the DMG, but what a [i]DM[/i] really needs is information of when and what to give out during the game, how to make new items and advice on what they should let PCs buy/build/sell. Same for monster & NPC creation - and how to use them, as well as a host of other aspects of the game, up to building an entire fantasy universe. To me, the strength of the DMG should be in teaching someone how to put all these game elements together. Tables to inspire ideas and break down the components to make new stuff, and advice on how and when to use it all. It basically should be a D&D DIY kit book. [/QUOTE]
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