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4E DMG...good...bad...ugly
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<blockquote data-quote="TerraDave" data-source="post: 4451633" data-attributes="member: 22260"><p><strong>In Comparison (and a thought)</strong></p><p></p><p><strong>vs. 3E</strong> The 3.0 DMG was a good toolkit, the 3.5 DMG a better one. (though I dare anyone to read it cover to cover). But the 4E one does cover a lot (but not all) of the same ground in fewer pages and more from a "this is how it really works" perspective. Plus, it really spells out how to DM in a way those don't. And you can read it cover to cover. 4E DMG wins. </p><p></p><p><strong>vs. 2E</strong> The 2E DMG was perhaps the saddest core book ever, though parts of it are actually pretty readable. Still, not even in the same league. </p><p></p><p><strong>vs. 1E</strong> Just totally different books. The 1E DMG was not for newbies. It was for someone who started playing in the mid 1970's and served two functions. 1) Allowed the DM to hold up this great big book and say "this is how it works". 2) Gave the DM all sorts of things, some far, far, outside the box, with which to build exciting worlds and totally mess with his players. I think each excells at what it does. Though the 4E approach probably has a little broader audience. </p><p></p><p><strong>DMGII</strong> As noted above, the 4E DMG is really building on the 3E DMGII. And I think it does a better job. This also gets the sequance right: start with this book. THEN, do the "advanced" one. The 4E DMGII should be the sequal to the past toolkits. Loaded with options, rules, specifics, and advanced advice on how to shake things up and push your game to the next level. Or at least totally mess with your players.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 4451633, member: 22260"] [b]In Comparison (and a thought)[/b] [b]vs. 3E[/b] The 3.0 DMG was a good toolkit, the 3.5 DMG a better one. (though I dare anyone to read it cover to cover). But the 4E one does cover a lot (but not all) of the same ground in fewer pages and more from a "this is how it really works" perspective. Plus, it really spells out how to DM in a way those don't. And you can read it cover to cover. 4E DMG wins. [b]vs. 2E[/b] The 2E DMG was perhaps the saddest core book ever, though parts of it are actually pretty readable. Still, not even in the same league. [b]vs. 1E[/b] Just totally different books. The 1E DMG was not for newbies. It was for someone who started playing in the mid 1970's and served two functions. 1) Allowed the DM to hold up this great big book and say "this is how it works". 2) Gave the DM all sorts of things, some far, far, outside the box, with which to build exciting worlds and totally mess with his players. I think each excells at what it does. Though the 4E approach probably has a little broader audience. [b]DMGII[/b] As noted above, the 4E DMG is really building on the 3E DMGII. And I think it does a better job. This also gets the sequance right: start with this book. THEN, do the "advanced" one. The 4E DMGII should be the sequal to the past toolkits. Loaded with options, rules, specifics, and advanced advice on how to shake things up and push your game to the next level. Or at least totally mess with your players. [/QUOTE]
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