Does anyone actually need the DMG?


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Heselbine said:
Personally I'm delighted that magic items are in the PHB as it will STOP THE PLAYERS NICKING MY BOOK ALL THE TIME!

You let them look at it? ;)

If they need some information from DMG (such as the stats of a magic item) I'll read it to them. Those clever bast**** don't need any additional information which does not concern their current characters. :D
 

I'd say the DMG is worth it.

An experienced DM can whip through several of the chapters and examples given. But given the paradigm shift to 4E, a lot of the book is highly useful. The treasure section is key. The DM's Toolbox (monster creation/adjustment) is golden. The XP section is pretty necessary for running the game. And I found the section on Skill Challenges to be illuminating.
 

Well, I've got 25+ years experience with DMing, but I'm new to 4e. I'm finding a lot of the information presented to be worthwhile in understanding what they were thinking. Skill challenges are crunchy and good to include, as are the rules for encounter building. There's the standard "how to handle surprise" and the like, which need to have rules somewhere.

As far as "the basics" being only for new DMs, I disagree. If presented in the right manner, it's good for any experienced person in any field to review the basics from time to time.

I'll grant, though, that the wrong layout is of little benefit to anyone. The 3.5 DMG is a shining example of how not to put together a DMG.
 

Considering that even having a DM is optional in 4E I'd say its a safe bet that the book is too. It does seem like there is a lot of advice for new DM's about running encounters, table conduct, ect. so they will get a lot more out of it than the old hats.
 

The book has crunch for aquatic combat, flying combat, diseases, poisons, skill challenges, traps, and hazards, artifacts, customizing and creating monsters/NPCs, and guidelines for awarding XP, action points, and treasure. It has a gem of a little section called Actions the Rules Don't Cover with a table that can help you determine how to resolve actions like swinging on a chandelier to knock an ogre into a fiery brazier.

It has a lot of "how to be a DM stuff" that experienced DM's will glaze over or not even look at. It has some 4e specific advice on building encounters that DMs might read once.

It's useful, but probably not necessary for experienced DM's. For new DM's it's critical.
 

I would posit that the people who need the DMG the most are the exact those who believe they have enough experience that they don't need advice on running a game.

I have come across many seasoned DMs (especially at conventions) who would do well to re-read their DMG.
 

voice220 said:
I would posit that the people who need the DMG the most are the exact those who believe they have enough experience that they don't need advice on running a game.

I have come across many seasoned DMs (especially at conventions) who would do well to re-read their DMG.

Good point. Sometimes we forget the basics and could use a refresher.
 

Gargoyle said:
It's useful, but probably not necessary for experienced DM's. For new DM's it's critical.

Which is why I'm so happy about it.

I've been DM for my group for almost the entire length of 3.0. Everyone else (a 5-7 person group including myself) just felt intimidated DMing and I got stuck with it.

Not to say I hate DMing but I WOULD like to play a few times myself.

The 4E DMG actually looks like I could give it to a player over a fornight and the player might actually feel the COULD be a DM.

I've had some people interested before in DMing but this is the first time I can actually say, "Here's the DMG and come back in a fortnight" and actually be good about it,
 


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