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The 5e DMG Part 2- The Purpose of the DMG
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<blockquote data-quote="MNblockhead" data-source="post: 8798085" data-attributes="member: 6796661"><p>I like that the 5e DMG is unnecessary to learn and run the game. How to play the game should be covered in the PHB and efforts to ease new players into it should be addressed there. And, you don't even need the PHB to get started with DnD. You can get many hours of play out of just using the free Basic rules. Even the PHB is mostly a smorgasbord of more options. </p><p></p><p>The DMG should be a tool kit and resource for DMs. It should assume that you've learned the basics and want more options. Tools for building your own campaigns, adventure locations, monsters, and magic items. Rule variants you might want to add into your game. I think that the current DMG is a great resource, but poorly organized.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8798085, member: 6796661"] I like that the 5e DMG is unnecessary to learn and run the game. How to play the game should be covered in the PHB and efforts to ease new players into it should be addressed there. And, you don't even need the PHB to get started with DnD. You can get many hours of play out of just using the free Basic rules. Even the PHB is mostly a smorgasbord of more options. The DMG should be a tool kit and resource for DMs. It should assume that you've learned the basics and want more options. Tools for building your own campaigns, adventure locations, monsters, and magic items. Rule variants you might want to add into your game. I think that the current DMG is a great resource, but poorly organized. [/QUOTE]
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The 5e DMG Part 2- The Purpose of the DMG
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