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<blockquote data-quote="JTorres" data-source="post: 6471003" data-attributes="member: 20774"><p><strong>5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide</strong></p><p></p><p>As someone who stopped playing D&D during the 3/3.XX era and passed on the 4th, I'm glad the game has gone back to a more interpretative rules structure. While I know many players and DMs prefer a more codified rule set, I do enjoy the freedom of making the game entirely my own. The DMG departs from the other two core books in that it allows for more complexity to be layered onto the simple foundation laid by the PHB. One example of this that I immediately instituted into my game are the "Lingering Injuries" rules (page 272); I run a grittier game where the violence takes its toll on the players and I had already altered the healing rules on my own prior to the release of the DMG but the "Lingering Injuries" rules help round out the bloodier feel of my campaign. Another example of this discretionary complexity that I want to use is the optional honor and sanity ability scores. I will be introducing both ability scores into my campaign as way of furthering role-playing opportunities for my players: an honor ability score will allow a mechanical means for the paladin in my group to make use of the rigid way she plays her character and the sanity ability score is something I plan to use to further ratchet up the tension in my campaign by creating a mental impact on the players of the bloody violence in my game. Without a doubt, there could be a person reading these examples that would never want to do anything of this sort in their game but therein lies the beauty of the DMG (and 5th edition as a whole): the system is just loose enough to allow me to play D&D this way and for someone else to play it their way. These examples of optional rules aside, other personal high points in the DMG include the section on magic items. While there is nothing new of particular note, this section is a "greatest hits" of the best magic items in the game's history which is similar to the approach taken in the MM. I also very much like the copious amounts of random tables the DMG has and, while I'm experienced enough not to need tables like this, I appreciate the time-saving nature of these inclusions because frankly I just don't have the time to write elaborate adventures or design detailed dungeons as I did in my younger days. Often just a cursory glance at a few tables has been enough to spark an adventure idea for me. I could continue to offer up more examples of what I like in the DMG but I do want to point out the one disappointment I have: I would have liked to see the Dungeon Master's Workshop section be more robust. Frankly, the DMG seems light on optional rule bits. Apart from this one minor complaint, I very much like this edition of the DMG and I heartily recommend it to both new players and long-time players alike.</p></blockquote><p></p>
[QUOTE="JTorres, post: 6471003, member: 20774"] [b]5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide[/b] As someone who stopped playing D&D during the 3/3.XX era and passed on the 4th, I'm glad the game has gone back to a more interpretative rules structure. While I know many players and DMs prefer a more codified rule set, I do enjoy the freedom of making the game entirely my own. The DMG departs from the other two core books in that it allows for more complexity to be layered onto the simple foundation laid by the PHB. One example of this that I immediately instituted into my game are the "Lingering Injuries" rules (page 272); I run a grittier game where the violence takes its toll on the players and I had already altered the healing rules on my own prior to the release of the DMG but the "Lingering Injuries" rules help round out the bloodier feel of my campaign. Another example of this discretionary complexity that I want to use is the optional honor and sanity ability scores. I will be introducing both ability scores into my campaign as way of furthering role-playing opportunities for my players: an honor ability score will allow a mechanical means for the paladin in my group to make use of the rigid way she plays her character and the sanity ability score is something I plan to use to further ratchet up the tension in my campaign by creating a mental impact on the players of the bloody violence in my game. Without a doubt, there could be a person reading these examples that would never want to do anything of this sort in their game but therein lies the beauty of the DMG (and 5th edition as a whole): the system is just loose enough to allow me to play D&D this way and for someone else to play it their way. These examples of optional rules aside, other personal high points in the DMG include the section on magic items. While there is nothing new of particular note, this section is a "greatest hits" of the best magic items in the game's history which is similar to the approach taken in the MM. I also very much like the copious amounts of random tables the DMG has and, while I'm experienced enough not to need tables like this, I appreciate the time-saving nature of these inclusions because frankly I just don't have the time to write elaborate adventures or design detailed dungeons as I did in my younger days. Often just a cursory glance at a few tables has been enough to spark an adventure idea for me. I could continue to offer up more examples of what I like in the DMG but I do want to point out the one disappointment I have: I would have liked to see the Dungeon Master's Workshop section be more robust. Frankly, the DMG seems light on optional rule bits. Apart from this one minor complaint, I very much like this edition of the DMG and I heartily recommend it to both new players and long-time players alike. [/QUOTE]
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