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DM that never read the DMG
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<blockquote data-quote="Beginning of the End" data-source="post: 5368352" data-attributes="member: 55271"><p>The DMG is mostly advice, treasure lists, and XP. But there are a few valuable things tucked away in there:</p><p></p><p>PAGE 19-20: Diagonal movement, extended reduced speeds for encumbrance, aerial movement. Chase rules (don't get too excited). </p><p></p><p>PAGE 21: Bonus types.</p><p></p><p>PAGE 22: How to start encounters.</p><p></p><p>PAGE 28: Weapon size (extended charts).</p><p></p><p>PAGE 36-41: XP Awards.</p><p></p><p>PAGE 51-56: Treasure.</p><p></p><p>PAGE 59-62: Detailed rules for walls, floors, and doors.</p><p>PAGE 63-64: Detailed rules for stairs, bridges, pillars, tapestries, and pools.</p><p></p><p>PAGE 66: Cave-ins.</p><p></p><p>PAGE 67-76: Traps.</p><p></p><p>PAGE 76: Yellow mold, green slime, brown mold.</p><p></p><p>PAGE 86: Wilderness exploration rules.</p><p></p><p>PAGE 87-92: Detailed rules for forests (forest fires), marshes, hills, mountains (avalanches), deserts (sandstorms), plains, aquatic (underwater combat). All of this is more useful than you'd think.</p><p></p><p>PAGE 93-94: Weather.</p><p></p><p>PAGE 99-100: Siege engines.</p><p></p><p>PAGE 101: Cost to buy a building.</p><p></p><p>PAGE 104: Cohort and leadership rules.</p><p></p><p>PAGE 105: Cost of hireling services.</p><p></p><p>PAGE 107-126: NPC classes and pregenerated PC classes.</p><p>PAGE 127: NPC gear value.</p><p></p><p>PAGE 137: GP limit for towns.</p><p></p><p>PAGE 145-147: Asian, Renaissance, Modern, and Futuristic weapons.</p><p></p><p>PAGE 147-169: Planar Exploration rules.</p><p></p><p>PAGE 169: Alternative ability score generation.</p><p></p><p>PAGE 176-197: Prestige classes.</p><p></p><p>PAGE 199-206: Special cohorts, familiars, mounts, and animal companions.</p><p></p><p>PAGE 206-210: Epic characters (bleh).</p><p></p><p>PAGE 211-288: Magic items.</p><p></p><p>PAGE 289-299: Special Abilities</p><p>PAGE 300-301: Conditions</p><p>PAGE 302-303: Environmental Effects</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5368352, member: 55271"] The DMG is mostly advice, treasure lists, and XP. But there are a few valuable things tucked away in there: PAGE 19-20: Diagonal movement, extended reduced speeds for encumbrance, aerial movement. Chase rules (don't get too excited). PAGE 21: Bonus types. PAGE 22: How to start encounters. PAGE 28: Weapon size (extended charts). PAGE 36-41: XP Awards. PAGE 51-56: Treasure. PAGE 59-62: Detailed rules for walls, floors, and doors. PAGE 63-64: Detailed rules for stairs, bridges, pillars, tapestries, and pools. PAGE 66: Cave-ins. PAGE 67-76: Traps. PAGE 76: Yellow mold, green slime, brown mold. PAGE 86: Wilderness exploration rules. PAGE 87-92: Detailed rules for forests (forest fires), marshes, hills, mountains (avalanches), deserts (sandstorms), plains, aquatic (underwater combat). All of this is more useful than you'd think. PAGE 93-94: Weather. PAGE 99-100: Siege engines. PAGE 101: Cost to buy a building. PAGE 104: Cohort and leadership rules. PAGE 105: Cost of hireling services. PAGE 107-126: NPC classes and pregenerated PC classes. PAGE 127: NPC gear value. PAGE 137: GP limit for towns. PAGE 145-147: Asian, Renaissance, Modern, and Futuristic weapons. PAGE 147-169: Planar Exploration rules. PAGE 169: Alternative ability score generation. PAGE 176-197: Prestige classes. PAGE 199-206: Special cohorts, familiars, mounts, and animal companions. PAGE 206-210: Epic characters (bleh). PAGE 211-288: Magic items. PAGE 289-299: Special Abilities PAGE 300-301: Conditions PAGE 302-303: Environmental Effects [/QUOTE]
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