D&D (2024) Experienced DMs, how useful is the 2024 DMG to you?

I have. There are way better books for experienced DMs (IMO). ToV's Game Masters Guide is fantastic. I swear I'm not a shill for them, it's the best 5e core book I've read since A5E's stuff.

The Bastion rules did (surprisingly) inspire me because I didn't realize that I was missing that kind of turn-by-turn event procedure, but otherwise there are a few bits and pieces in there.. but the book really is aimed at new DMs.. which is fine; it's probably the least important 5.5 core book for someone who's already been running 5e for years.
Yep and I have no problem with an informed opinion. Right now I'm not a fan of Kobold Press in general so I won't be grabbing their books. But glad they work for you.
 

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Early days yet, but my first impression is that the sections on Hazards and Traps are painfully bad: They decreased damage to the point of speedbump status unless maybe used at 1st level or during combat. Some of the hazards could be overcome without effort by a decapitated goblin, which isn't great design IMO. They include a supposed "nuisance" hazard for the level 11-16 range that...permanently prevents the victim from casting spells or using many magic items if they fail a DC:20 Int save. (Unless cured by high-level healing magic within 30 days)

Falling into the River Styx shouldn't be a common occurrence, though. And while someone might be able to get a vial of Styx water to wherever the campaign actually is in the requisite 24 hours before its power fades, it would likely be a very uncommon suruation.

And by level 11 - 16, those spells should be readily available within the time frame listed.
 

For me, it's just for reference, such as having the Bastion rules or Magic Item descriptions handy. I've been DMing for 44 years now, so the DMing advice in it is for the most part stuff I've read or learned elsewhere or over time. Mostly, the only advantage the 2024 book has for me is it's organization. I was going to ditch my 2014 book, but there seems to be some optional rule content in the 2014 book that didn't carry over, so I'm not sure I'm going to get rid of the 2014 book yet.
 




Falling into the River Styx shouldn't be a common occurrence, though. And while someone might be able to get a vial of Styx water to wherever the campaign actually is in the requisite 24 hours before its power fades, it would likely be a very uncommon suruation.

And by level 11 - 16, those spells should be readily available within the time frame listed.
It's more the design philosophy behind it that bothers me. Availability of those healing spells is strongly campaign and party-dependent. (As should be the presence or commonness of the River Styx for that matter). While that is a fairly thematic effect...and very good incentive to avoid the water... it's also such a debilitating debuff for the wrong character types that I'd never personally want to inflict it on the PCs in my games for longer in actual play than maybe a single combat.

Maybe it's just a disconnect at the word "nuisance"; but I tend to believe that potential long-term gimping of that magnitude warrants very careful and deliberate consideration. Almost as much as instakill effects.
 
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I'm glad I have it. It looks really nice.

I mostly use the DMG for the magic items and well...they could be better. Most items in my games are random and I don't like that potions are mixed in with permanent items. The tables by type are neat though.

I was also wishing for tables for weapon types and scrolls (I have my own for weapons, I guess I need to get around to making one for scrolls).

I am disappointed in the crafting rules. I would have loved a few pages of exotic materials that PCs can gather. Instead I need to make them all from scratch.

I am disappointed in the prices too. 5e was never designed for the magic items to have prices so I wasn't expecting them to be great, but the 2014 price ranges worked better. Permanent items are both far too cheap (400gp) and expendable items too expensive (200gp).
 

I can make definitive comments on how I feel something will or won't be useful to me, to the point of being worth the money I'm being asked to pay for it. I'm not speaking for anyone but me here.

You didn't state how you felt it would be useful or not to you... what you stated was that you didn't find the book helpful (implying you actually read it)... even though you have never actually read the book.
 

You didn't state how you felt it would be useful or not to you... what you stated was that you didn't find the book helpful (implying you actually read it)... even though you have never actually read the book.
I don't want to look up what I wrote verbatim, so let me re-phrase: based on what I know of the book, it is not intended for gamers with preferences similar to mine in mind, and I doubt it would be useful enough to me to make it worth the price tag.
 

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