Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
DMG 2: yay or nay
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 2505528" data-attributes="member: 2067"><p>It's an odd beast, that's for sure. Chapter 1 is useful if you're a n00b DM, or if you're interested in pop psychology. It's actually stuff that I think should be in the original DMG. Chapter 2 is filled with totally random usefulness, from traps (which are all pretty good) to locations (which every DM can make use of, combine, and alter endlessly), encounter tables (which can be meh, but are always fun for me). The mobs and the treasure hoards aren't that great -- mobs are a bit too generic, while hoards seem a little half-hearted, like they were just filling up some spare pages. Chapter 3 has stuff that, again, I think would be useful in the core DMG about campaign design, though the notes about medieval history seem pretty pointless (and MMS does it with infinitely more flare). The trade and job notes seem pretty superfluous to me (do we really need to know how many cobblers vs. coopers there are in a given town?), the crme and punishment section is iffy (it ignores magic pretty rigidly), while the Magic Events from Chapter 3 are pretty neat little campaigns-in-a-page. Chapter 4, IMHO, is entirely disposable, but it could be useful for accessing quick NPC's. Chapter 5 works well with the complex NPC's, though contacts and hirelings probably don't need the pages they're given. Chapter 6 has Students and Mentors wich is interesting, but a lot of rules for very little rewards. Much like Running a Business, it takes things that are boring and glossed over and gives you rules for them. The Teamwork Benefits and Companion Spirit ideas are interesting, but they don't seem like much more than power creep for no real reason. The Prestige Class info is, again, stuff that should've been core. Organizations are transparant plot hooks, and guilds are, again, stuff that is usually glossed over. Chapter 7 is worth it's page count, because it gives some new ways to do magic items.</p><p></p><p>So in summarry? DMGII contains three things: A lot of stuff that should have been in the core DMG, a lot of stuff that adds rules and rolls to the boring aspects of the game (<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), a handful of useful references, and a few interesting ideas underneath. </p><p></p><p>Worth $40? I'd say no. I'm glad they took a risk with it, but it's just kind of a hodge-podge of ideas. Blech.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2505528, member: 2067"] It's an odd beast, that's for sure. Chapter 1 is useful if you're a n00b DM, or if you're interested in pop psychology. It's actually stuff that I think should be in the original DMG. Chapter 2 is filled with totally random usefulness, from traps (which are all pretty good) to locations (which every DM can make use of, combine, and alter endlessly), encounter tables (which can be meh, but are always fun for me). The mobs and the treasure hoards aren't that great -- mobs are a bit too generic, while hoards seem a little half-hearted, like they were just filling up some spare pages. Chapter 3 has stuff that, again, I think would be useful in the core DMG about campaign design, though the notes about medieval history seem pretty pointless (and MMS does it with infinitely more flare). The trade and job notes seem pretty superfluous to me (do we really need to know how many cobblers vs. coopers there are in a given town?), the crme and punishment section is iffy (it ignores magic pretty rigidly), while the Magic Events from Chapter 3 are pretty neat little campaigns-in-a-page. Chapter 4, IMHO, is entirely disposable, but it could be useful for accessing quick NPC's. Chapter 5 works well with the complex NPC's, though contacts and hirelings probably don't need the pages they're given. Chapter 6 has Students and Mentors wich is interesting, but a lot of rules for very little rewards. Much like Running a Business, it takes things that are boring and glossed over and gives you rules for them. The Teamwork Benefits and Companion Spirit ideas are interesting, but they don't seem like much more than power creep for no real reason. The Prestige Class info is, again, stuff that should've been core. Organizations are transparant plot hooks, and guilds are, again, stuff that is usually glossed over. Chapter 7 is worth it's page count, because it gives some new ways to do magic items. So in summarry? DMGII contains three things: A lot of stuff that should have been in the core DMG, a lot of stuff that adds rules and rolls to the boring aspects of the game (;)), a handful of useful references, and a few interesting ideas underneath. Worth $40? I'd say no. I'm glad they took a risk with it, but it's just kind of a hodge-podge of ideas. Blech. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DMG 2: yay or nay
Top