4E DMG...good...bad...ugly

What is your opinion on the 4E DMG?

  • The 4E DMG is great! Best yet.

    Votes: 56 33.9%
  • The 4E DMG is good. As good or better then the rest.

    Votes: 62 37.6%
  • The 4E DMG is OK. Not as good as some others.

    Votes: 15 9.1%
  • The 4E DMG is eh. I liked others better.

    Votes: 12 7.3%
  • The 4E DMG is bad. Maybe one of the worst.

    Votes: 6 3.6%
  • The 4E DMG is so bad, its I can’t believe how bad it is bad.

    Votes: 5 3.0%
  • I am not familiar with the 4E DMG, as I don’t DM.

    Votes: 2 1.2%
  • I am not familiar with the 4E DMG, by (other) circumstances.

    Votes: 1 0.6%
  • I am not familiar with the 4E DMG, as I know I do not want to play 4E.

    Votes: 6 3.6%

As much as I can't stand the 4E game itself, I actually quite like the 4E DMG. The 3.5 DMG is much like a toolkit, and they started going in the direction of the 4E DMG with the DMG 2, which I like, so the 4E DMG seems like the next step in this direction. I also find that the encounter design philosophy also works for 3.5 in terms of picking specific types of monsters to form opposing groups. Rather than just using a group of goblins, I might use three goblins wielding swords, two goblins with bows, and a goblin rogue.

I could really ditch the other two 4E core rulebooks, but this one is so loaded with good gaming tips and philosophy that I'm really glad I own it.
 

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Let's put it this way, the 4e DMG is the only DMG that I actually read through cover to cover at one time. I loved it and I think it has lots of useful, easy to understand advice that can be applied to just about every DM out there.
 


I like the 4E DMG the most from the 3 Core Rulebooks. I have a few years of experience as a DM, but I still liked reading the DM advice. I think it isn't bad even for some experienced DMs to read through it and see if you still follow the advice (and if you don't, remind you why not). It's great for teaching new DMs, and it's good for making some introspection.

The only negative things I might have to say is:
1) No Trap Creation rules. (they have now appeared in DDI, but they should have been in the DMG)
2) No rules for creating minions (though I can improvise something)
 

I think, for the purpose of teaching a new DM how to run the game, or teaching an old DM some new tricks, this is the best DMG yet. So that's what I picked.
100% agreement. The book's singular focus on fostering good, fun play experiences makes this the best iteration of the DMG ever.

I've already DM'd, and I know about DMing. This is for new DMs.
I've been DMing for nearly 30 years---but the DMG gave me an opportunity to reexamine some of the assumptions and habits that I've been clinging to for years now. I believe I'm a better DM for it.

There are more than a few 20+ year "expert DMs" I know whose games could similarly benefit.
 
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The 4e DMG is the best book for noobs. It is the second best DMG, next to the insane glory of Gary's 1e DMG which is my favorite RPG text.
To this day, I sometimes pull my 1e DMG off the shelf, flip to a random page and start reading for pleasure or inspiration. Truly a work whose like we shall not see again.

If it were only more applicable to how I play D&D, it would definitely take the top spot on my list.
 

Let's put it this way, the 4e DMG is the only DMG that I actually read through cover to cover at one time.
Funny, I couldn't bring myself to read more than a few pages.

It may be full of good advice for new dms but to me it simply lacks substance. Maybe it just needed more pages. Things like magic items should have been here too, if only to leave room for everything that's missing in the phb.
 

Yep, great for new DM's....but how many brand-spanking new DM's are rushing out and picking this up and starting their very first D&D campaign?

I hope a ton are, that'd be great for the game.

For an experienced DM...its pretty weak-sauce.
 

Funny, I couldn't bring myself to read more than a few pages.

It may be full of good advice for new dms but to me it simply lacks substance. Maybe it just needed more pages. Things like magic items should have been here too, if only to leave room for everything that's missing in the phb.

If you couldn't read more than a few pages, how could more of them help? ;)
 

Funny, I couldn't bring myself to read more than a few pages.

It may be full of good advice for new dms but to me it simply lacks substance. Maybe it just needed more pages. Things like magic items should have been here too, if only to leave room for everything that's missing in the phb.

I may be a bit obtuse, but, how can it be full of good advice for new DM's but still lacking in substance? Isn't good advice, by definition, substance?
 

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