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Have You Actually Read the DM's Guide?
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<blockquote data-quote="Puddles" data-source="post: 8180365" data-attributes="member: 7026093"><p>I own the 5e DMG and have read good portions of it, but not all of it.</p><p></p><p>I don’t actually find it to be very useful as a DM, or at least large portions of it. Page 24 suggests you “start small” (good advice), but then the first thing it points you to do in Chapter 1 is decide on a Pantheon, and Chapter 2 is “Creating a Multiverse”... I’m six months into my current campaign and don’t have either even close to being figured out lol.</p><p></p><p>Part 1 is full of so much fluff, <em>“Your world could be like a, on the other hand, it could be like b, or perhaps even c</em>”, that if I were the lead designer, I would drop it from the book and begin instead with part 2 on how to design adventures and encounters, (and also how to structure a compelling gaming session, something sorely missing!)</p><p></p><p>The parts I do find myself using the most are the XP budgets for encounters, the magical items and the treasure tables. The tables of gemstones and art objects are particularly useful. I also liked the section on poisons, and the downtime section is good for a starting point (but I find the rules a bit too basic really). Thinking about it, I hardly use any of it in my games.</p></blockquote><p></p>
[QUOTE="Puddles, post: 8180365, member: 7026093"] I own the 5e DMG and have read good portions of it, but not all of it. I don’t actually find it to be very useful as a DM, or at least large portions of it. Page 24 suggests you “start small” (good advice), but then the first thing it points you to do in Chapter 1 is decide on a Pantheon, and Chapter 2 is “Creating a Multiverse”... I’m six months into my current campaign and don’t have either even close to being figured out lol. Part 1 is full of so much fluff, [I]“Your world could be like a, on the other hand, it could be like b, or perhaps even c[/I]”, that if I were the lead designer, I would drop it from the book and begin instead with part 2 on how to design adventures and encounters, (and also how to structure a compelling gaming session, something sorely missing!) The parts I do find myself using the most are the XP budgets for encounters, the magical items and the treasure tables. The tables of gemstones and art objects are particularly useful. I also liked the section on poisons, and the downtime section is good for a starting point (but I find the rules a bit too basic really). Thinking about it, I hardly use any of it in my games. [/QUOTE]
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