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Kobold Press posts 2024 DMG Hit Piece
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<blockquote data-quote="LordOfTheWaffleHouse" data-source="post: 9513819" data-attributes="member: 7044860"><p>To be fair, they did this in 3.5 and it contributed to 3.5 having such poor sales in many titles. Certain supplements were amazing, while others were okay, and some were bland. Many players (myself included at the time I got into dnd) had no idea how to navigate all of those additional supplementary materials. For new DM's, this is off putting, and does effectively keep newer players from even giving the game a try or, god forbid, attempting to DM themselves. At this point you almost need a master-apprentice style teaching relationship to DM properly because the DMG for 5e was... Well largely useless, and from it's core many mechanics and rules seem very unfinished or rushed.</p><p></p><p>I think this is a problem with WotC's current philosophy more than anything else, which reminds me of Bethesda's general style of releasing games, which is to say "release it broken, the modders will fix it later". At the end of the day, the core rule books should explain the BASIC. RULES. required to play the game. The biggest gripe I had with the DMG was the distinct lack of pricing or tables and the lack of most other rules that previously existed, such as magic item creation, and I ultimately used the DMG very, very sparingly. For a veteran or experienced DM, it's not all that helpful, but the problem is that even for new DM's who had no experience, it was confusing and almost useless without homebrewing.</p><p></p><p>They really need to just get a handle on the core rules and include them, in plain English, and in a proper order. That's it. We don't need the DMG to be this spectacular, grandiose second coming of RNGesus or something like that. We just need it to index tables and less used rules like grappling, and actually explain them.</p></blockquote><p></p>
[QUOTE="LordOfTheWaffleHouse, post: 9513819, member: 7044860"] To be fair, they did this in 3.5 and it contributed to 3.5 having such poor sales in many titles. Certain supplements were amazing, while others were okay, and some were bland. Many players (myself included at the time I got into dnd) had no idea how to navigate all of those additional supplementary materials. For new DM's, this is off putting, and does effectively keep newer players from even giving the game a try or, god forbid, attempting to DM themselves. At this point you almost need a master-apprentice style teaching relationship to DM properly because the DMG for 5e was... Well largely useless, and from it's core many mechanics and rules seem very unfinished or rushed. I think this is a problem with WotC's current philosophy more than anything else, which reminds me of Bethesda's general style of releasing games, which is to say "release it broken, the modders will fix it later". At the end of the day, the core rule books should explain the BASIC. RULES. required to play the game. The biggest gripe I had with the DMG was the distinct lack of pricing or tables and the lack of most other rules that previously existed, such as magic item creation, and I ultimately used the DMG very, very sparingly. For a veteran or experienced DM, it's not all that helpful, but the problem is that even for new DM's who had no experience, it was confusing and almost useless without homebrewing. They really need to just get a handle on the core rules and include them, in plain English, and in a proper order. That's it. We don't need the DMG to be this spectacular, grandiose second coming of RNGesus or something like that. We just need it to index tables and less used rules like grappling, and actually explain them. [/QUOTE]
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Kobold Press posts 2024 DMG Hit Piece
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