I run the premade campaigns as well, but the world building sections help me flesh them out.I've never read the whole thing. The whole introduction about "building your own worlds" never appealed to since I've been running (and really liking) the premade 5e campaigns. I read over the optional rules; some were good, but many of them seemed poorly thought out or simplistic to the point of uselessness.
First DMG for me. It didn’t help that some of the pages were still joined together, but the content wasn’t intriguing enough to separate them. Section 3 is awesome and should be section 1. I’ve argued before that the sections are in precisely the wrong order.also there is a good chance you read it or it's spirit in prior editions.
1e was always my favourite DMG but as you say the 5e DMG is up there with it.I've never read the whole thing cover to cover. But I think it's one of the best DMGs ever written, and could potentially give the 1e DMG a run for its money. It's a very good DMG for new DMs, and there's some stuff in there that I feel is edition neutral enough to use with any version of the game. Didn't bother reading the magic item descriptions though, they're the same items in my 2e and 3e guides, so I know what they do already.
Yes I did. However I never used any optional rule, so I forgot most of what I read.Seems like a lot of people are discovering all the fun additional and optional rules of the 5e DMG. A DM can really customize his game considerably. Have you read the 5e DMG attentively from cover to cover?
is the DMG actually a core book? I feel like it’s a nice to have with lists of magic items and treasure. Everything else is optional or fluff.Cover to cover twice. That's my standard procedure with a core book for a game I'm planning to spend a lot of time running.
It's more than that. There are variant rules for healing, initiative and many other aspects covered in the PHB. It's fun to have official choices. That way each DM can customize his game, if that is what he looking for of course.I don't need rules to tell me how traps work, how to balance encounters, magic items, lore, downtime or anything like that.
It's been a core book for me since 1e. Makes my games richer and more personalized.is the DMG actually a core book? I feel like it’s a nice to have with lists of magic items and treasure. Everything else is optional or fluff.
to the OP, the only thing I have read and used regularly besides said tables is the encounter building suggestion.
I've been a DM since 1981 and I still read the advice sections from time to time. It's a great way to reinspire my old brain.No I haven't read it cover to cover. I've been DMing since 1983, so I really don't need all of the suggestions on how to run a game. I just need to know the rules and use the various tables.