D&D 5E "People complain, but don't actually read the DMG!" Which sections specifically?

I think this matter goes a lot deeper than just not reading optional rules or the like. Many experienced DMs just assume "they got it," when it comes to new editions of D&D and they run their games pretty much as they've always done. So the thinking is, "who needs to read the DMG?" Now, to be fair, some DMing skills are universal and portable from one edition to the next. But certain things aren't as compatible with the new edition and the games might not run as smoothly as one would hope if treating them the same as some other game. Reading both the PHB and DMG helps paint a more clear picture in my view of how the game is designed and what approaches to playing and DMing are the best fit to make the system work optimally in play.
 

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I think this matter goes a lot deeper than just not reading optional rules or the like. Many experienced DMs just assume "they got it," when it comes to new editions of D&D and they run their games pretty much as they've always done. So the thinking is, "who needs to read the DMG?" Now, to be fair, some DMing skills are universal and portable from one edition to the next. But certain things aren't as compatible with the new edition and the games might not run as smoothly as one would hope if treating them the same as some other game. Reading both the PHB and DMG helps paint a more clear picture in my view of how the game is designed and what approaches to playing and DMing are the best fit to make the system work optimally in play.

I think this is very, very true. 5e is superficially very close to 3e, but superficially only. Just as an example about skill DC, people don't understand why the rules in the DMG are so simple, even if they find them, because they don't understand the concept of bounded accuracy. To their defense, it's not explained in the book themselves, but if you don't read enough about the intent of the game, you will end up with a lot of misconceptions.
 

When I sit down with the DMG and the plan to find the parts that have important new information, I still don't want to read the entire tome, which I am assuming is 90% stuff that I already know. Finding sections that look like they are worth reading really isn't easy with this one.
 

When I sit down with the DMG and the plan to find the parts that have important new information, I still don't want to read the entire tome, which I am assuming is 90% stuff that I already know. Finding sections that look like they are worth reading really isn't easy with this one.

I understand what you say, see two posts above, but the problem is with that assumption that it's stuff that you already know. 5e was really a new edition, despite its apparent similarity to 3e, with a number of innovative concepts that made it worth it going through sections that you could have skipped if it had been just a "simplified 3e".
 

I still don't want to read the entire tome, which I am assuming is 90% stuff that I already know.

See? NO ONE READS THE DMG! The OP answers themselves. :)


On a semi-serious note, I think there are multiple reasons-

1. Generally, the DMG of most editions tends to be under-read.
2. The genius of 5e is that it appears similar to prior editions; the problem with 5e is that it isn't the same as prior editions.
3. Most people assume that (other than things like magic items) everything they need is contained within the PHB.
4. A lot of people still learn to DM by playing; so when they first start to DM, it's not like they read the DMG.
5. Since so much of the DMG is filled with tips and variant rules, a lot of people assume that it is stuff that don't need or won't use and never bother seeing what's in it.
6. If you don't know what's in there, it can be hard to find.
 

But we're still circling around the big question which parts of the DMG are stuff that GMs really should know to be able to run the game properly.
 

But we're still circling around the big question which parts of the DMG are stuff that GMs really should know to be able to run the game properly.
All of it, really, but I feel your question is more "I've run prior editions of D&D, what should I read here because how could it be any different?" To that end:

D&D features treasure as a reward, I should read the section of the DMG regarding how treasure is apportioned and find out what assumptions apply in this edition.

D&D features combat encounters as a key component, I should read the section on encounters to find out what assumptions apply in this edition.

D&D features XP points as a reward, so I should read that section to find out what assumptions of apply in this edition.

D&D features multiple resolution frameworks, both inside and outside of combat, so I should read those sections of the DMG dealing with combat and with non-combat resolutions to find out what assumptions apply in this edition.

D&D typically features optional rules, so I should look for any rules options in the DMG to find out how the impact the assumptions of play and what features they offer for my game in this edition.

If you do this, you'll be largely there -- not just in how to run the game, but armed with information on how you might could make changes as well. Too many threads about problems/changes don't first fully understand the assumptions in play and so tend to miss the mark or be clunky in application.
 

When I sit down with the DMG and the plan to find the parts that have important new information, I still don't want to read the entire tome, which I am assuming is 90% stuff that I already know. Finding sections that look like they are worth reading really isn't easy with this one.
I mean, it is hard to navigate, no thanks to the Index, so unfortunately reading the whole thing is the only way to get what you need. When Jeremy Crawford answers "tough rules questions" on Twitter, mostly what he does is give the page number from the DMG. Looking at the rules reminders in Xanathar's Guide is actually a good concise place to go, as it essentially the FAQ for "I didn't read the whole DMG."
 
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I mean, ut is hard to navigate, no thanks to the Index, so unfortunately reading the whole thing is the only way to get what you need. When Jeremy Crawford answers "tough rules questions" on Twitter, mostly what he does I'd give the page nu.ber from the DMG. Looking at the rules reminders in Xanathar's Guide is actually a good concuse place to go, as it essentially the FAQ for "I didn't add the DMG."

Great point about Xanathar's.

I wouldn't necessarily say one should read the whole DMG, though, to get what you need. Especially not Part 1 - that stuff could have been shortened to a couple pages and the rest stuck in an appendix.

I'd say a DM should just focus on the following to get started:
  • Introduction
  • Chapter 3: Elements of a Great Adventure
  • Chapter 6: Campaign Tracking
  • Chapter 8: entire chapter except Siege Equipment and Madness
  • Chapter 5: Wilderness Survival
  • Chapter 6: Downtime Activities
  • Chapter 4: NPC Party Members, Contacts, Hirelings
  • Chapter 9: Ability Options, Adventuring Options, Combat Options
  • Chapter 7: entire chapter (b/c treasure is fun)

A bit later - perhaps after several sessions - go back through the rest of Part 2 (Chapters 3-6).

Yeah, what a mess - a veritable Choose Your Own Adventure.
 

Great point about Xanathar's.

I wouldn't necessarily say one should read the whole DMG, though, to get what you need. Especially not Part 1 - that stuff could have been shortened to a couple pages and the rest stuck in an appendix.

I'd say a DM should just focus on the following to get started:
  • Introduction
  • Chapter 3: Elements of a Great Adventure
  • Chapter 6: Campaign Tracking
  • Chapter 8: entire chapter except Siege Equipment and Madness
  • Chapter 5: Wilderness Survival
  • Chapter 6: Downtime Activities
  • Chapter 4: NPC Party Members, Contacts, Hirelings
  • Chapter 9: Ability Options, Adventuring Options, Combat Options
  • Chapter 7: entire chapter (b/c treasure is fun)

A bit later - perhaps after several sessions - go back through the rest of Part 2 (Chapters 3-6).

Yeah, what a mess - a veritable Choose Your Own Adventure.
Well, I mean just to be sure something isnt being missed: it is very dangerous to rely on prior edition knowledge and assume "90% is already stuff I know."
 

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