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

I agree that a Rogue should be able to Sneak Attack every round. I'm ... less convinced about Advantage.

As for Flanking ... It's so easy to move around an opponent that it becomes a costless way to get Advantage, making any way that requires any cost-benefit balancing irrelevant. (At least, in my experience, running with the Flanking rules.)
That's probably why it is an option: by the atandard rules, movement is more or less irrelevant, which is well and good. Adding the variant gives some purpose to movement, by a little bit, but doesn't make Advantage much easier.
 

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So, don't use the option. Doesn't matter much h either way.
Well, I don't. But that's why it was brought up as an example of an optional rule in the DMG that's not particularly well thought through.

I think you can tell that the 5e DMG didn't get as much love as the PHB or MM, partially because of things like this. As I recall, the release of the DMG was delayed by a month or two back in 2014, and I assume they were rushing it to keep that delay from being bigger. That would also explain the misses in layout. I'm hoping that the 5.5 version in 2024 will be more polished.
 

What do you think of the actual rules though? The example I chose had to do with awarding non combat xp. Do you find the advice there helpful?
Use the rules for building combat encounters as a starting point for evaluating the difficulty of non-combat challenges and award the same XP you would for a combat encounter of the same difficulty. When designing adventures, designate key events and challenges as milestones and award XP equivalent to a medium encounter for reaching minor milestones and equivalent to a hard encounter for reaching a major milestone. That’s pretty damn good advice if you ask me.
What might we want out of that area in the 2024 dmg?
At this point, I’ll be happy if the 2024 revisions include XP at all, even as an optional rule. But, if I were to improve on the advice for non-combat XP in the current DMG, I’d add some more guidelines for evaluating non-combat encounter difficulty and for how many milestones of each type to include in a typical adventure or session.
 

I know this is controversial, but I actually really like Part 1.

So, at a glance, it's just inspiration for your world, which many GM's have already figured out.

But it's more. It gives guidance on structuring the world and implementing its machinations.

You want a thieves' guild? Here's how you can structure it with a subsystem called Renown.

You want a pantheon? Here's how to structure it with various religious structures and justifications.

You want multi-planar adventures? Here's portals and how you can structure your adventure with those portals and their possible keys and requirements.
 

Well, I don't. But that's why it was brought up as an example of an optional rule in the DMG that's not particularly well thought through.
The optional rules are pretty hit and miss - some of them are quite good, some of them seem like an interesting start of an idea that could have used more development. In general I find them less useful than the rest of the rules and guidance in the book.
 

Well, I don't. But that's why it was brought up as an example of an optional rule in the DMG that's not particularly well thought through.
I don't see that it wasn't thought through, if it makes movement matter and makes an easy thing somewhat situationally easier.
 

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