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%

Like a few others, I have a hard time reading this one cover to cover. I think if I were a new DM it would be more useful. I do wish that there were more in the way of background mechanics to help me create my own additions to the game. All in all, I still love the 1st Edition DMG the most, but this one is probably the best since then.
 

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Well, among En Worlders who cared enough to answer the poll, I think we can safely say that the DMG is a damn good book. 60% figure this is as good or better than anything that came before and only 20% figure it's outright bad.
 


As much as I dislike 4e, I do think the DM is done fairly well. It had troubles reading it until I realized "This book isn't for me. I've already DM'd, and I know about DMing. This is for new DMs." And for new DMs, it's a pretty good book.
This. pages 143, 126-127, and 42 are pretty much all I ever use. I do like the errataed (well, more than the un) skill challenges.
 

I voted best of them all.

I like the change in emphasis from wargaming to fun. I like the ideas about using skills and making sure if you players are finding something too hard, like a puzzle or a riddle, that you help them out. Again, if it detracts from the fun, try something else!

I like that it gives the DM an area to use if they have nothing else. Here is a starting world for a DM to use with lots of ideas behind it. (Coupled with the adventures, it really gives a good starting area that a new DM can use.)

I love how treasure works now! I like that you set up parcels and give them out after appropriate encounters. The point being that it makes no sense that an ankheg, or similar, had treasure, and the orc tribe has enough to make up for the previous lack of treasure.

I like how easy it is to make an encounter and that they have ideas behind the make up of an encounter. Having a range attacker, with a front line attacker and a leader makes sense. That (the game) further gives those roles the powers they need to do those things is also a great part of the game.

This had great advice for a long time DM and to me finally has the emphasis I like to see in a game. Whether or not it's used for 4E, 3E, 2E, 1E or OE, this was a good book of advice for any DM.

In these terms, pretty much it goes backward from 3E to OE in terms of how good the DMG was for me. I had no idea how to run a game after reading the 1E DMG. It took a module or trying to "convert" a book to do that. It has a lot of great ideas but it's a terrible DMG. The 2E isn't much better, being an updated version of the 1E. The 3E books had better tools, such as the NPCs and some okay adventure ideas but I still think the emphasis of fun is missing.

edg
 

Well, among En Worlders who cared enough to answer the poll, I think we can safely say that the DMG is a damn good book. 60% figure this is as good or better than anything that came before and only 20% figure it's outright bad.

I am quite excited about the fact that it's been that well received here. And I also think it's quite telling how well it's done in this poll.

edg
 

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