Taraxia said:
What's wrong with trying to help out "n00b dms"?
Not a darn thing. I don't think a 320 page PHB, 320 page DMG, and whatever the MM is the help they need, however. The basic game might be a good entry point, and I realize the DMG II attempts to help, but having to buy another book to get help for new DMs might hamper more than help.
This is exactly the point -- if you want D&D to be more than a small niche hobby, which
Hey, newsflash: It has always been a niche hobby, and always will be. And frankly, I don't care that it is, and don't care if it is ever more than that. I have no responsibility to anyone to shepherd the growth of the game.
WotC certainly does since the growth of D&D is what's paying their salaries, then you need to make it easier for people to play the game. Yes, there's a certain cachet to having the super-genius eats-breathes-and-sleeps-RPGs dude from the gaming store as your DM, who can houserule and rebalance and rewrite everything effortlessly, but *lots of players don't have such a dude*. If me and my four friends like the idea of playing D&D but none of us has time and energy to train ourselves into being the super-DM that all of you remember so fondly from 1st edition days, are we just doomed to crappy, unrewarding, impossible-to-win campaigns? Do we *have* to struggle with unpleasant game sessions for weeks before we "deserve" to have an enjoyable game? Is that the rule?
Again, it's a matter of expectations. The guys at my table aren't there for the ultimate uber super-genius DM running the ultimate RPG experience. (They would have left the game years ago if that was the case.

) I recall my early days of DMing to be a learning experience, where sometimes I botched it. Sometimes this screwed the players, sometime it was in the player's favor. But it was never a "crappy, unrewarding, impossible-to-win campaign" and we never struggled "with unpleasant game sessions for weeks before we "deserve" to have an enjoyable game". YMMV.
Balance, comprehensive crunch, rules that "assume a DM who applies them heartlessly like a computer" -- all of these are *important*, because for the game to sell and be accessible it has to be usable by stupid DMs. Most DMs start out as stupid DMs, after all, and it's a lot easier for a stupid DM, using comprehensive rules that treat him like a CPU, to *learn* how to become a good DM and *learn* how to use discretion and so on, than for the stupid DM to have an unbalanced, incomplete ruleset that needs tons of tweaking dumped into his lap and have no idea where to go. The most likely situation in that scenario is that the group has an awful session and then stops playing D&D in favor of something else.
Again, I don't see spending half the session (for the new DM/players) flipping through the PHB and DMG to figure out how flanking works ("what? pick a corner, draw a line, if it intersects? What?") as being any better.
What you are describing sounds like a "one size fits all" solution. I can't see that ever being the case.