D&D (2024) What do you want in the revised DMG?

R_J_K75

Legend
I completely abandon trying to create "balanced" encounters about 5-6 years ago. Now I just create what makes sense for the story, situation, and environment.
This is pretty much what I have taken to doing as well. Sometimes it works, sometimes not so I adjust on the fly. I would just like something a little more precise so I don't have to improvise at the table. If that happens great, if not then I will continue doing what I have been doing. Most of the time if my players are in real trouble I'll figure out a way to give them an out. My original point (I may not have articulated that sufficiently) was that by following the encounter building rules IME does not usually have the intended results for the level of challenge I'm wanting and expecting from how they are written, but it is quite possible there something I'm missing or misinterpreting.
 

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ART!

Deluxe Unhuman
I agree with just about all the OP's suggestions, but I'll get into some specifics:
Things to add
- Social contract: guidance on setting up the "social contract" of the game, including session 0 checklist and advice on managing player interactions and expectations (the Level Up dmg seems to do this, but I have not read it)

Party of "what is an rpg?", "basics of play", and the like should include thoughts on accommodations for persons with disabilities, safety tools, managing different types of players, and the like. Focus the beginning of the book on best practices for recruiting and session zero.
Things to expand
  • Running the Game: It oft-noted that the "Running the Game" chapter is the most necessary, and yet is at the end of the book. They could expand this section further with more detailed procedures for how to do...whatever the new edition wants to do as a game (e.g. in b/x, it's dungeon- and wilderness-crawling, so there are procedures for that)
Yeah - get this up front. Discuss incorporating character backgrounds into the ongoing plot, maintaining momentum and interest, managing different kinds of players, common stumbling blocks, and the like. Given the probably increasing importance to WOTC of D&D Beyond (or something that replaces it), include links to (or, in print, urls for) articles that expand on these ideas.

  • DM Workshop: An expanded DM workshop section, with modular rules to fit a wider array of settings, tropes, and play styles. It's probably unlikely that they would do this. At the same time, they could go through all the optional rules they scatter throughout the book, reconsider what they really need, and gather the remaining ones together in one chapter.
Yes, please! This is probably my favorite part of the current DMG, s keto this and enhance it with stuff from subsequent releases.
Needs repair and revision
  • Usability: editing, organization, layout.
Always. Again, making things as clear and as easy to find as possible is especially important for new players.
  • downtime:
Expanded downtime content!! Bring in stuff from Xanathar's and elsewhere.
Remove?:
  • Miscellaneous rules: mechanics for things that don't come up that often, like ship rules, chases, diseases, etc. Would a lot be lost if rules were not included?
Some basic ship rules seems important if you want to show how wide a variety of adventures the game can handle, right alongside dungeon crawling and wilderness exploration. Chase rules seem important, too. I'd like to see some basic mass combat rules, including stats for some seige weapons, castle walls, etc. Any and all of this can be expanded on in later books, but it's like to see the core ideas in the DMG - again, to show the range of things you can do in a D&D game.
  • Worldbuilding: The worldbuilding and cosmology sections are the weakest and least relevant parts of the book. I feel to do it right, worldbuilding needs much more space that would be allotted to it in a dmg.
I feel much the way I do about mass combat rules, above: a section with some basic concepts is necessary, I think, to suggest what's possible, but the full ramifications can't be covered in the DMG. And since worldbuilding is so big and so expensive, the best you can do is devote a little space to examples and core concepts like creation stories, pantheons, etc., and include a nice sampling of examples from other D&D products.

Honestly, I'd be okay with no magic items in the DMG if it meant making room for more of the above content.
 

Eltab

Lord of the Hidden Layer
Re: CR and monsters:
An example of modifying an existing monster for higher / lower level PCs, and an example of creating a creature (of some mid-range CR) from scratch. To show what you can calculate, and what you have to estimate.I

And a sidebar "We cannot fit every situation into this one book. We have other books that address some possible subjects:"
Eberron - patron organizations, magic-as-technology
Frostmaiden - tundra scenes, avalanches, cold-exposure
Tomb of Annihilation - getting lost, jungle scenes, heat-exposure
Xanathar
Tasha
 
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Lanefan

Victoria Rules
Riffing off @Malmuria 's take as, after all, it is the OP. .. :)
Things to add
- Social contract: guidance on setting up the "social contract" of the game, including session 0 checklist and advice on managing player interactions and expectations (the Level Up dmg seems to do this, but I have not read it)
Meh - maaaaaybe?

This very much fights against the idea of spontaneous "Hey, guys, let's play D&D!" around which the game has often revolved.
Things to expand
  • Running the Game: It oft-noted that the "Running the Game" chapter is the most necessary, and yet is at the end of the book. They could expand this section further with more detailed procedures for how to do...whatever the new edition wants to do as a game (e.g. in b/x, it's dungeon- and wilderness-crawling, so there are procedures for that)
  • DM Workshop: An expanded DM workshop section, with modular rules to fit a wider array of settings, tropes, and play styles. It's probably unlikely that they would do this. At the same time, they could go through all the optional rules they scatter throughout the book, reconsider what they really need, and gather the remaining ones together in one chapter.
I wouldn't expand "Running the Game" but I would move it to the front of the book, or close. DM Workshop and an optional rules section could go at the back, but referenced throughout whenever an optional alternative exists to a standard rule or system.
To keep unchanged
  • Treasure and magic items: leave as-is I guess.
  • the NPC tables

Needs repair and revision
  • Usability: editing, organization, layout.
  • Encounter creation: fix the math and simplify
  • Adventure creation and downtime: I do like the random tables for the most part, but the advice on writing adventures just leaves me cold for some reason. I think it's because it tries to provide advice for every kind of play, instead of being opinionated as to what kind of game dnd is. So we have mysteries and intrigue and moral quandaries, but all kind of half-baked imo.
I'd like to see Downtime greatly expanded.

Adventure creation could be largely covered off by including a short (but well-designed!!!) adventure as an appendix with lots and lots of short to-the-point side notes saying "Here's why [this element] exists in this adventure, this is why it's where/what it is, and here's a few other options for it." along with a design-details summary at the end.

Campaign creation comes under worldbuilding.

As for encounter creation, I think this can be handled in a few short paragraphs that sum up to "We have this CR system. Here's how it works in very brief point form. It isn't perfect, and neither will you be; your best teacher will be the experience you gain through in-play trial and error."
Remove?:
  • Miscellaneous rules: mechanics for things that don't come up that often, like ship rules, chases, diseases, etc. Would a lot be lost if rules were not included?
  • Worldbuilding: The worldbuilding and cosmology sections are the weakest and least relevant parts of the book. I feel to do it right, worldbuilding needs much more space that would be allotted to it in a dmg.
Hard disagree. Both of these are essential, and Worldbuilding / Cosmology needs significant expansion - even to the point of becoming its own separate book.
 

Riffing off @Malmuria 's take as, after all, it is the OP. .. :)

Meh - maaaaaybe?

This very much fights against the idea of spontaneous "Hey, guys, let's play D&D!" around which the game has often revolved.
I just wanted to pull this bit out and ask: what do you mean? I don't think I've ever seen DnD as a "pick-up-and-play" game, even when I was playing Basic (red box). You had to, like, make characters and stuff first.
 

Lanefan

Victoria Rules
I just wanted to pull this bit out and ask: what do you mean? I don't think I've ever seen DnD as a "pick-up-and-play" game, even when I was playing Basic (red box). You had to, like, make characters and stuff first.
In days of old, provided at least one person had the books, IME* games and campaigns could and did start among friends almost on a whim. Roll-up was relatively simple (and considered part of play rather than almost being its own sub-game) and off it went from there.

* - and in the anecdotal experience of others, beyond just our crew.
 

Thanks for the responses! I think my inclination to remove things from the dmg is not to remove them from the game, but to not include them unless they are developed as robust subsystems. So, a "strongholds and followers" section would be great if fleshed out a bit, but not in it's current form, where it takes up all of 1-2 pages and seems mostly vestigial from older editions. Ship rules are great, but perhaps better left for a supplement like Ghosts of Saltmarsh. That said, if they were going to fully develop (and playtest??) these things, it would be a perfect use of a dmg. Same with worldbuilding (look at how robust the worldbuilding material is in Worlds Without Number, for example, compared to 5e). In fact, I think the inclusion of robust subsystems and optional rules would be the only thing that might entice me to buy the 2024 edition.

I'm still a player in a 5e game, but as a DM I've moved away from the system because of the simplicity and better dm support in osr games and/or interest in playing non-dnd games (which, like blades in the dark, often have excellent dm advice sections in a fraction of 5e's page count).
 

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