Does anyone actually need the DMG?

I haven't been playing as long as some people on these boards (heck, I haven't been alive as long as some people here have been DMing), but I've been at it for a while. I've found the 4e DMG a great source of inspiration in coming up with my 4e game. Sometimes its good to be reminded of the basics. Especially for me after running Planescape since '92 and going back to a more "normal" setting with the new edition.

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!

It's funny. The players in my game use the DMG more than me. I just pick it up to do XP at the end of a session, but they keep the thing all game long!
 

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I think the big change is that the DMG will likely be a book used to prepare adventures, but not one needed in play. Which is a good thing.
 

malraux said:
I think the big change is that the DMG will likely be a book used to prepare adventures, but not one needed in play. Which is a good thing.
I think this was explicitly stated as informing their design, at some point.
 

malraux said:
I think the big change is that the DMG will likely be a book used to prepare adventures, but not one needed in play. Which is a good thing.

You know, this is a good point.

With a good DMG screen I'm honestly wondering what in-game options can't be answered by the PHB.
 

ExploderWizard said:
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.

I felt this way when I first started looking at the 4e DMG. But then I started flipping through it and realized that I'd need to get it too.

The rules for NPC creation, the Monster (and PCish) Templates as well as all the other things (Aquatic, Mounted and Aerial Combat) make it a must-buy in my book.

Even if I never use Fallcrest and ignore or skim through the DM advice (which I won't in either case), there's still enough pretty mandatory crunch in there that I wouldn't feel comfortable running or statting up an adventure without it at least as a reference.

I don't want to write up a full PC everytime I need an NPC in the game. The DMG is a big time saver. That makes it worth it, in my book.
 

I was a little surprised to discover that the DMG had the lowest page count of the three core books. Moving all of the magic items to the PHB took a big chunk out of its previous size.

Out of what's in there now, I'd call the chapter on building combat encounters critical for any DM. It's a brilliant and elegant system that they've come up with for easily balancing fights and I can't wait to use it. By offering the encounter templates they've provided, it gets even easier.

The "how to run a game" sections are something that while they aren't strictly needed by experienced DM's, they serve as some nice inspiration while coming up with a new campaign. I imagine that I'll go back to them in the future when I'm thinking up new ideas.

I would've liked to see more sample traps included, but other than that I'd say the DMG is about what I expected.
 

smathis said:
I felt this way when I first started looking at the 4e DMG. But then I started flipping through it and realized that I'd need to get it too.

The rules for NPC creation, the Monster (and PCish) Templates as well as all the other things (Aquatic, Mounted and Aerial Combat) make it a must-buy in my book.

Even if I never use Fallcrest and ignore or skim through the DM advice (which I won't in either case), there's still enough pretty mandatory crunch in there that I wouldn't feel comfortable running or statting up an adventure without it at least as a reference.

I don't want to write up a full PC everytime I need an NPC in the game. The DMG is a big time saver. That makes it worth it, in my book.

True enough. I was referring to the open handed slap to DM's everywhere that they stuck in the house rules section page 195. The seed is planted. 5E will be 1 rulebook with options for running with a DM, minis, and collectible encounter cards and probably only 2-3 years away. I sincerely hope I am wrong.
 

ExploderWizard said:
True enough. I was referring to the open handed slap to DM's everywhere that they stuck in the house rules section page 195. The seed is planted. 5E will be 1 rulebook with options for running with a DM, minis, and collectible encounter cards and probably only 2-3 years away. I sincerely hope I am wrong.
You seem to have a significant amount of personal identity tied up in the label of "dungeon master".
 

hong said:
You seem to have a significant amount of personal identity tied up in the label of "dungeon master".

I run about 50% of the games for our group so yes. I have no problems with DM-less combat board games whatsoever. I just thought it strange that they would talk about such options for a roleplaying game.
 

ExploderWizard said:
I run about 50% of the games for our group so yes. I have no problems with DM-less combat board games whatsoever. I just thought it strange that they would talk about such options for a roleplaying game.
You seem to be having a significant reaction to one paragraph (so I am told) in a 250-page publication.
 

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