D&D (2024) The New DM Tools In The New Dungeon Master's Guide

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The 2024 Dungeon Master's Guide contains a 'toolbox'. The DM's Toolbox is the third chapter in the book, presented as an alphabetical miscellany of varied things to help you prep or run a game.

Each entry is 1-2 pages long and includes things like creating monsters, fear and mental stress, chases, firearms and explosives, and traps. For example, it goes in depth into chases, with details about wilderness or urban chases.

Much of the topics were already in the 2014 DMG--albeit organized differently. Some new topics include character death, and more detailed look at alignment--and how actions determine alignment and not vice versa.

Also included is a big table of 'dungeon quirks'--why, then, and by whom was it built? Examples include made by giants (with everything being larger scale), built on top of a cloud, and so on.

There's plenty more stuff--environments, a settlement tracker (Chris Perkins and James Wyatt roll up a random settlement in the video), hazards, mob rules, marks of prestige (rewards like deeds, medals, or titles).


 

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Professor DM's style of D&D is pretty far from WotC 5e, and he is very upfront about it, so not reading the DMG isn't that big a deal. He runs his own mashup of basic, 5e and his own additions.

It's not so much that he has his own style, it's that he's criticizing when he hasn't actually read all of the rules. Admittedly, I don't pay any attention to him but if you're going to say "This is the way to do it better" you should at least have a solid understanding of what you're comparing it to.
 

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It's not so much that he has his own style, it's that he's criticizing when he hasn't actually read all of the rules. Admittedly, I don't pay any attention to him but if you're going to say "This is the way to do it better" you should at least have a solid understanding of what you're comparing it to.
This.

Given his experience, would it be fair for him to give reviews and opinions on 5e if the book he skipped was the Player's Handbook? Clearly he's gamed a long time, so if the defense is he doesn't need to read the DMG, then clearly he doesn't need to have read the Player's Handbook, correct? Or if he hadn't read the MM, how can he accurately review the DMG's system for balancing encounters?
 


this is the section of the DMG I am most excited about. I really hope its chalk full of the stuff they talked about in the video. And cover more common scenarios, like stealth for example, and illusion magic.
 




It's definitely WotC's strategy
It shouldn't be difficult to realize that ALL DMs need to learn to run the game, but only SOME DMs also want to design adventures and settings.
I think we've been aged out, as the target audience, I'm 49, which is fine. It is what it is, which is most likely another book that takes up space on a shelf that never gets used. Being a Game Master is hard to put into words, so I hope they came close this time
 

I think we've been aged out, as the target audience, I'm 49, which is fine. It is what it is, which is most likely another book that takes up space on a shelf that never gets used. Being a Game Master is hard to put into words, so I hope they came close this time
Aged out of what? D&D? Books for D&D?
 


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