D&D (2024) I have the DMG. AMA!

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Who cares if it's the "same game"?

You had your 5E14 campaign game. You decide to turn it into and continue it as a 5E24 campaign game. There are some rules you used in the 5E14 version that don't have a matching rule in 5E24. Thus... you continue to use and adapt the 5E14 rules that you already know and bring them into the 5E24 campaign game you are continuing.

Is that the "same game"? I don't know... is it? It's your game! Call it whatever you want! No one but you cares how you identify it. If you want to call it the "same game" or now a "different game"... it doesn't matter. Does it affect this campaign game of yours (now using the 5E24 rules) what you call it? No. So identify it however the heck you wish.
This issue for me is being able to have a shared experience with other players and communicate in a way that makes sense. When I'm talking about healers kit dependency or long rest HD healing and nobody knows what I'm talking about, that connection is lost. They look at their books and I look at mine and the same things aren't always there.

Caring about the options other people have to play the game isn't just a matter of judging someone else's style. It's about whether the player base can have a shared experience or whether it is split so that newer and older players don't even know what game elements the others are talking about.
 

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How would you use the rules as presented in the 5.5 DMG to run a grittier game when the rules to run a grittier game don't exist in 5.5?
If you think that the only way to run a "Gritty" game is to use the "gritty rest" rules from 2014... I don't know what to tell you.

But to answer your question anyhow - I'd make finding a spot to take a long rest very difficult (something like A5e's... blanking on the name... Havens? Safe place to rest.) But maybe not as codified. That's implied in the rules on pacing and controlling rest times. Well within RAW.

Other than that, well... I'd just make it gritty. Most of that is fluff, anyhow!
 

Sorry to come back at this, I saw a video of someone flipping through the DMG and it appears that the Ability Checks section is not the equivalent of the 2014 PHB section: it's very threadbare, and gives practically zero information on skills.

@FitzTheRuke, mow that you have the PDF, would I impose on you if I asked for a text search? Let's try "pocket" (I'm interested in pickpocketing) and let's try "sleight" (I'm interested in sleight of hand). Does the 2024 DMG give a rule or guideline on how picking pockets is resolved mechanically? I think it doesn't, and I know the PHB doesn't, and it's just... crazy to me. Picking pockets is such an iconic thing in D&D ever since the Thief came into the picture back in 1975, and the PHB still lists it as one of the uses of Sleight of Hand, and it further allows Thief Rogues to do that as part of their Fast Hands ability, so the system is clearly meant to support it. But none of the books tells players or DMs how it's supposed to work??

Am I missing something, or is the ONLY applicable guideline the generic DC table (from 5 for very easy to 30 for nearly impossible) on page 29? Is there perhaps another guideline somewhere about contested rolls?

As an experienced DM, what would you assume are the Rules As Intended for picking pockets? (Target's Perception sets the Sleight of Hand DC, perhaps? Would it be passive or active perception? Or does the DM eyeball how easy or hard it is on case by case basis?) And what would a new DM make of it, I wonder?
It's a good question, because it absolutely does appear to be something that they glossed over, beyond a very bare bones "the skills do what they say they do" - but I think that's because the idea is that ANYTHING a player choses to say that they want their character to do is adjudicated the same way: The DM decides if they need to roll, or if they don't, and sets a DC - it could be from the table, or it could be based on a statistic of the target.

So, yeah, you'd either roll Sleight of Hand against the target's passive perception, or against a DC (probably 15 "hard") and if you make it, you succeed.

While I'm with you that it's nice to have more guidance over less, I'm not sure that I disagree with the designers that D&D doesn't "need" to be any harder/more complicated than that to understand/play. YMMV.
 


Got my DMG from my FLGS this morn, and just want to quickly say that the DM Toolbox and Lore Glossaries are fantastic. Easily worth the $50 just for those sections. The toolbox especially feels like it's going to get a ton of use when I'm planning adventures and scrambling to react to player choices I didn't expect.
 


This issue for me is being able to have a shared experience with other players and communicate in a way that makes sense. When I'm talking about healers kit dependency or long rest HD healing and nobody knows what I'm talking about, that connection is lost. They look at their books and I look at mine and the same things aren't always there.
Man, I have a few house rules when it comes to exactly this sort of thing, and I play with strangers ALL THE TIME.

All you gotta do is say, "These are the things that I like to do slightly differently than what you're used to..." And share.

That works the other way, too - I've had players show up to my game and try to use Flanking, as if it's a standard regular 5e rule, and I simply tell them, "I don't use that rule, sorry!"

I've never had any trouble with them.

Caring about the options other people have to play the game isn't just a matter of judging someone else's style. It's about whether the player base can have a shared experience or whether it is split so that newer and older players don't even know what game elements the others are talking about.
Teach them!
 


@FitzTheRuke did the DMG come with the hexed Greyhawk map, and can you tell me what the size of the map is? (In inches?). Thanks!

Still on the fence. This was going to be my only 2024 purchase, but I was hoping for variant rules myself. Appreciate the info!
 

@FitzTheRuke did the DMG come with the hexed Greyhawk map, and can you tell me what the size of the map is? (In inches?). Thanks!
It's your typical WotC pull out poster map. The hexes are 30 miles. There's a thread with the image on here.
Still on the fence. This was going to be my only 2024 purchase, but I was hoping for variant rules myself. Appreciate the info!
There are variant rules tucked away here and there. Also lots of advice on how to vary things without house rules. Gritty resting isn't in there, but advice on how to prevent PCs from having too easy access to resting is. You can also simply port in the 2014 advice and variants. The core hasn't changed that much.
 

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