D&D (2024) DMG 2024: The Planes


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Agree to disagree then. If I am flipping through a MM, it is because I want inspiration -- and 90% of the time I want inspiration within a context (a category of monsters). If I am not looking for inspiration, I can just go to the alphabetical index to find where the creature is, if for some reason I don't know what category it falls under.
What inspiration? You've already said you dislike heavy lore in the core books and think it should fit on a Post-It note, so unless you get inspired by pages and pages of dragon stat blocks, I'm not seeing it.

Now, if each section was a treatise on the given monster, with adventure hooks, background lore, sample lairs, variants, etc I could see it. But just putting all the fiend statblocks into one chapter isn't any more inspiring than alphabetizing them.
 

What inspiration? You've already said you dislike heavy lore in the core books and think it should fit on a Post-It note, so unless you get inspired by pages and pages of dragon stat blocks, I'm not seeing it.
Once again, you are failing to recognize the difference between Lore and Description and then feigning confusion because of it.
Now, if each section was a treatise on the given monster, with adventure hooks, background lore, sample lairs, variants, etc
Which is exactly what I described. I am not sure I understand what your issue here is.
I could see it. But just putting all the fiend statblocks into one chapter isn't any more inspiring than alphabetizing them.
Because you aren't reading what i wrote: if I want a fiend for an adventure, but I am not sure what I want, having them all in one location means I can easily flip through and find one I like. If I already know what I want, I go to the alphabetical index.

I am not sure how much clearer I can make it.
 

Once again, you are failing to recognize the difference between Lore and Description and then feigning confusion because of it.

Which is exactly what I described. I am not sure I understand what your issue here is.

Because you aren't reading what i wrote: if I want a fiend for an adventure, but I am not sure what I want, having them all in one location means I can easily flip through and find one I like. If I already know what I want, I go to the alphabetical index.

I am not sure how much clearer I can make it.
Because you still haven't meaningfully defined the difference between the two except to say things you don't like are lore.

I'm talking about Volo's Guide stuff; origins, ecologies, campaign hooks, maps, roleplaying info, and so on. 15 pages of lore, 25 pages of stat blocks. That would be inspiring. It would also mean half as many creatures fit in the book. Give me a mini Lords of Madness section in front of the aberration section, a Libris Mortis in front of the undead, Glory of the Giants abridged in front of giants.

Then you might convince me breaking it up by section is worth it.
 

It doesn't. But why would a dungeon need additional DMG content, when all the possible adventure locations that are not dungeons do not?
What is the page count for content dealing with non-dungeon adventures?

And it's still the same answer for both. There is no "need" for either one.
 



Then it can't be zero. There are dungeon adventures and non-dungeon adventures. If there is stuff on all adventures, then we have page counts for both dungeon adventures and non-dungeon adventures. What are they?
Intermixed in a way that cannot be easily untangled.

There are rules for generating encounters of a certain challenge. Are those dungeon rules or non dungeon rules? What about rules for finding secret doors? Sounds dungeon-y until you think about the hidden room behind the bookcase in a murder mystery.

Which is the point. What rules are there for dungeons that don't apply to other types of adventures?
 

Intermixed in a way that cannot be easily untangled.

There are rules for generating encounters of a certain challenge. Are those dungeon rules or non dungeon rules? What about rules for finding secret doors? Sounds dungeon-y until you think about the hidden room behind the bookcase in a murder mystery.

Which is the point. What rules are there for dungeons that don't apply to other types of adventures?
Building a dungeon adventure with a purpose(not just a bunch of random rooms) takes thought and planning. Different thought and planning that running an adventure in a mountain, which is different than one on the high seas. DMs, especially new DMs, need guidance on how to plan those out. Preferably with some short examples.
 

Building a dungeon adventure with a purpose(not just a bunch of random rooms) takes thought and planning. Different thought and planning that running an adventure in a mountain, which is different than one on the high seas. DMs, especially new DMs, need guidance on how to plan those out. Preferably with some short examples.
Isn't an adventure though a mountain essentially a dungeon without a roof? You will have encounters, passages and secrets, traps and hazards, and treasure. Further, you'll probably have an end goal for why you are there.

I won't argue that more advice and examples are always good, but I will argue that dungeons need specific things that separate them for any other type of adventures. You have a map or structure, a set of encounters (planned and random), noncombat encounters, treasure, and an endpoint or goal. That's the stuff the DMG covers.
 

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