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D&D 5E How should 5e help create new/better DMs?

First, I think the 4e DMG and DMG 2 are a good launching point. The discussion of Player types is good, and dovetails nicely into play styles. But I agree that a large section of the book should go into understanding the intent of specific mechanics, how to modify the game to achieve a particular playstyle, and guidance for understanding the implications of various changes.

It should have a wide variety of example campaigns, including the modifications used.

I also think that it would be of benefit to have a portion of the book simply be short essays that cover anything from problem players to adventure inspiration.

I'm also not sure it should launch with the game. I mean, sure, the most basic DM advice should be in the core product, but I think the developers might want to take some time, engage their audience online, and build the DMG in response to what DMs are actually needing. Or at least put the DMG through a playtest process similar to the rules.
 

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1) I would like the 5e DMG to have clear highlights on what are the dials and insight on the consequences on tweaking them.

Examples:

- Dialling on the size, effects and limits of short rest, how does the game change if you change these? Are the classes still balanced? Are the encounter creation guidelines still working properly, or should I adjust the xp budget or monster level?

-Dialling on treasure, how much does mundane equipment effect the power of the PCs in 5e? How about magical equipment, what should I be careful of, if I decide to make them found plenty?

2) I would like the 5e DMG to address specific game elements that seriously change the feel of the game when allowed or banned, and how the DM can change them to what effect.

Examples:

- Identifying magic items can totally change if you ban/allow the Identify spells, if you allow to use simple Lore checks, if you require either the lore check or identify to take so long time that they can only be used in downtime VS short time so that they can be used between encounters VS instantaneous so that they can be used on the fly.

- The implications of allowing and changing parameters (duration, number of targets, reliability) to Fly spells, what should the DM expect to be in need of change in adventures?

- What happens if the DM ignores certain restrictive rules of the game such as Concentration for spells, limits on reactions per round, opportunity attacks...

3) Guidelines on how to handle traditionally recurring problems:

- Players refusing to behave according to their PC's alignment

- NPCs trying to influence the PCs with social skills, or PCs ignoring results of sense motive

- Intra-party conflicts, especially in the presence of CN or E characters

Very well written and this is something that would make the DMG a worthwile read for me, even though I have played DnD for over twenty years.

Another thing I think is important is that the first few adventures published by WotC should highlight the new system and how they think you can play to it's strenghts. Keep on the Shadowfell did a really bad job at this for 4e and I think it's one of the reasons it left a void for Pathfinder.
 

One thing that I would like to see in terms of DM advice would be an introductory section to the Monster Manual, of all things.

As far as I can tell, there has never been any actual, hands-on-advice on how to run monsters. I've been DMing off and on for years, and never for an extended period of time, and I have to admit I've never gotten a real "handle" on running combat and having the antagonists act appropriately. Independent of editions, I confess that I haven't quite been creative enough, or remembered enough abilities, to have enemies do anything more than approach, stand, and whack away.

I'd like to see actual advice not on how to create memorable combats (there's plenty of that), but how to run memorable combats. Both in the general as well as for specific monsters. Here's a goblin/dragon/mind flayer: here are some suggestions on how they act in combat.

I would find that useful.
 

As far as I can tell, there has never been any actual, hands-on-advice on how to run monsters.

<snip>

I'd like to see actual advice not on how to create memorable combats (there's plenty of that), but how to run memorable combats. Both in the general as well as for specific monsters.
The 4e DMG has some advice of this sort in the "general" category. The 4e MMs have "tactics" entries but they don't really do what you're asking for.

I definitely agree that more and better of what you are asking for would be helpful.
 


I think the best way is NOT relying on the DMG.

Instead, advice for being a better DM, managing a table, working around players, and the like should be free articles on the WotC website. Create a new sub-section of the site based around gaming advice. Gaming resources and the like.
Make a vast edition neutral resource for DMs (and players). Tap into the vast community of gamers for guest articles. There is no shortage of excellent bloggers and writers who might be happy to contribute their best "DM Musts and Must Nots" or "Advice for DMs new and old".
 

It might be worth noting that, according to Mike Mearls, the 5e DMG will likely include little DM advice, and the rest can be free tutorials online.
Of course, there's no reason they need to wait for 5e to do that. They could start RIGHT NOW and have a lovely back catalogue of advice, suggestions, tools, free resources, and more all ready for the launch of the edition.

Now would be the best time, when they're not frantically working on deadlines for the edition.
 



I'm pretty sure we're talking about different things. I'm not asking for specific tips on being a better DM. I know there are always ways that I can improve (and I imagine most DMs would say the same about themselves), and I know that there are lots of resources to achieve those ends.

What I'm specifically asking about here is how can WotC best incorporate some of those techniques and resources into the 5e DMG. I feel that the future health of the hobby is largely dependent on making DMing accessible for new DMs and on giving all DMs tools to succeed.

Li Shenron touched on the impact of rest and treasure dials, and that's exactly the kind of thing I was talking about. I'd also like to add to his #3 Recurring Problems - Dealing with lawful stupid.

Pemerton, your description of the Burning Wheel Adventure Burner sounds very much like the sort of direction I would like them to take. Heck, lots of such "pro tip" material could be gleaned from playtest write-ups on these very forums.

under that criteria I would like to see sidebars about difficult issues from top notch guest GM's. People not associated with the games design but who have created some of the acknowledged best adventures so far.

And use a wide variety of them. Not just people with one type of design, take the designers of classics like dragon mountain, temple of elemental evil and return to it and put them next to the the writer of tomb of horrors. So readers get a big variety of opinions on challenges from some of the best there are.
 

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