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Is the DMG 2 recommended?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4941700" data-attributes="member: 82106"><p>Honestly, how much more crunch IS there that show up for 4e? Especially DM only crunch? Page 42 already answers all of ones needs when you have to "wing it" and DMG1 covers the vast majority of other specific kinds of situations (flying, swimming, etc). DMG2 contains exactly the sort of crunch you would expect, a bunch of new terrain/hazard types, more traps, more monster functional templates, class templates for PHB2 classes, and some minor clarifications (there could have been more) on skill challenges. The rest is a mix of example skill challenges, campaign ideas, more information on encounter design, the various sections on DMing techniques, and then a hefty section at the end describing Sigil in considerably more detail than MotP did, including several mini-adventures. Consider that last part to be the equivalent of the Nentir Vale stuff in DMG1, quite possibly useful to many DMs at some point but at best probably just educational to others.</p><p></p><p>I enjoyed reading it. Considering its $19 at Amazon I can't really say it was money badly spent. Sure I've DMed for 30 something years and a lot of the DM advice kind of stuff isn't exactly entirely new to me it was still nice to see a good writup with specific ideas. The crunch parts, while you can live without them, were nice. Terrain powers in particular are handy. Having a number of them as examples will make doing that sort of thing quick and easy. The stuff on boons (rewards) was nicely thought out for the most part. The new artifacts are interesting. ETC. That stuff seemed worth most of the price to me alone. </p><p></p><p>Can you live without it? Sure. I'd say its less immediately useful on a daily basis than any of the other core books, but I still want to have it. I'd say for those who like making up most of their own material its especially good. If you mostly run modules and the majority of your game is hack-n-slash, then maybe its somewhat less useful, though the traps etc will still come in handy.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4941700, member: 82106"] Honestly, how much more crunch IS there that show up for 4e? Especially DM only crunch? Page 42 already answers all of ones needs when you have to "wing it" and DMG1 covers the vast majority of other specific kinds of situations (flying, swimming, etc). DMG2 contains exactly the sort of crunch you would expect, a bunch of new terrain/hazard types, more traps, more monster functional templates, class templates for PHB2 classes, and some minor clarifications (there could have been more) on skill challenges. The rest is a mix of example skill challenges, campaign ideas, more information on encounter design, the various sections on DMing techniques, and then a hefty section at the end describing Sigil in considerably more detail than MotP did, including several mini-adventures. Consider that last part to be the equivalent of the Nentir Vale stuff in DMG1, quite possibly useful to many DMs at some point but at best probably just educational to others. I enjoyed reading it. Considering its $19 at Amazon I can't really say it was money badly spent. Sure I've DMed for 30 something years and a lot of the DM advice kind of stuff isn't exactly entirely new to me it was still nice to see a good writup with specific ideas. The crunch parts, while you can live without them, were nice. Terrain powers in particular are handy. Having a number of them as examples will make doing that sort of thing quick and easy. The stuff on boons (rewards) was nicely thought out for the most part. The new artifacts are interesting. ETC. That stuff seemed worth most of the price to me alone. Can you live without it? Sure. I'd say its less immediately useful on a daily basis than any of the other core books, but I still want to have it. I'd say for those who like making up most of their own material its especially good. If you mostly run modules and the majority of your game is hack-n-slash, then maybe its somewhat less useful, though the traps etc will still come in handy. [/QUOTE]
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