D&D (2024) I have the DMG. AMA!

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We are concerned if they have given us any useful, practical method to stop the PCs nova everything and then recovering to full resources overnight.

By rule, long rests can only be benefited from once per day. So just put them on any kind of a timer, or under any kind of threat.

If the players do not know the number of encounters per day, they cannot "nova" because the risk will be too high. It takes punishing it once to solve that behavior forever.

As another poster noted. This is 100% on the DM.
 

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I haven't found much mention of specific Settings (other than obviously Greyhawk), though all the Usual Suspects (NPCs, Like Drizzt, Minsc, the Cartoon Characters, the people who spells are named for, etc) are in there, and they mention where they're from, but there's not entries for each world. Maybe I'm not looking in the right place, but they're not in the Cosmology (that's for the Planes, and the Material Plane entry is shockingly brief) and they're not in the Lore (other than mentioned under people who live there).

Do they give anyone any kind of fleshing out, any personality? Pretty much unless it was Mordenkainen, the rest of the Circle of Eight were just crusty old dudes.
 

We are concerned if they have given us any useful, practical method to stop the PCs nova everything and then recovering to full resources overnight.
I feel that they have, but I think that you might not agree. There's quite a lot of good advice on how to put things together that ought to help out, but there's nothing that says "Here's how to force your players to play the game you want to run."

There's lots on collaborating, lots on pacing, lots on making the encounters varied in difficulty. I'm not really sure what you're looking for.
 

By rule, long rests can only be benefited from once per day. So just put them on any kind of a timer, or under any kind of threat.

If the players do not know the number of encounters per day, they cannot "nova" because the risk will be too high. It takes punishing it once to solve that behavior forever.

As another poster noted. This is 100% on the DM.
This must the one of the most frustratingly parroted "advice" on the internet ever. Of course some adventures will be the "stop the cultists before the eclipse" kind, but that's completely beside the point.

The old variant resting rules were a great tool for controlling campaign pacing and difficulty. They are gone now and we got nothing to replace them.
 

Word on the Street was that the Cosmology chapter was pretty similar to what was in 2014, without thw talk of alternate Cosmologys, however: All Great Wheel, All the Time.
From page 173 of the 2024 DMG:

Other Configurations​

For your campaign, you can use a different model of the planes. Here are several examples:
  • Planes situated among the roots and branches of a great cosmic tree (literally or figuratively)
  • Material realms suspended between two other realities: the astral realms (the Astral Plane and the Outer Planes) above and the elemental realms (the Inner Planes) below
  • A cosmology with fewer planes: a Material Plane; the Transitive Planes; a single undifferentiated Elemental Plane, where all four elements church in chaos; an Overheaven, where good deities and Celestials dwell; and an Underworld, where evil deities and Fiends reside
  • Planes arranged in a complex system of orbits, with planes exerting greater influence on the Material Plane the closer they draw to it
 

Do they give anyone any kind of fleshing out, any personality? Pretty much unless it was Mordenkainen, the rest of the Circle of Eight were just crusty old dudes.
They have a paragraph on a few of them, but I think the current membership is at least half left up to the DM. Bigby, Otiluke, Otto, Mordenkainen, and whasserface the new one (sorry! mind going numb!) the Celestial Warlock we mentioned earlier!
 

This must the one of the most frustratingly parroted "advice" on the internet ever. Of course some adventures will be the "stop the cultists before the eclipse" kind, but that's completely beside the point.

The old variant resting rules were a great tool for controlling campaign pacing and difficulty. They are gone now and we got nothing to replace them.
So keep using them? There's quite a bit of mentioning of making the game your (and your group's) own.
 


But it seems no actual tools for doing so!
I'm not sure what you mean - don't you already know how it works?

I'm honestly not trying to frustrate you - I'm just not sure what you need out of this book.

Like I said, I think that the new instructions on pacing and encounter building are pretty good. It's more about the Art than it is about the Science. The Science was pretty shoddy science, in mine, the designers of this DMG, and many many others' opinions, and the Art was ALWAYS more important, so...

All I can say is: If nothing will satisfy you other than it reproducing the rules that you already use, well, you're gonna be disappointed, then. And that is fine. You can feel how you feel. But the easiest solution for you, IMO, is to keep playing the way you play, then. Use what works. This advice is in the book.
 

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