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

In the olden days, it often used to be "play the game as designed to learn how it actually works, and then later add your own tweaks to improve the aspects that you feel aren't working for you as written."
A big issue I have with 5th edition is that I really don't know how the rules as written are supposed to be used. There are many mechanics that explain how they work, but there is a lack of understanding on my side of what they are meant to accomplish. What is the 30-minute-gameplay loop of D&D 5th edition that the designers designed the mechanics for? What did they think a D&D adventure looks like in play?
I mean, you can watch streamed games run by Perkins, Crawford, Mearls, etc. It's not really that hard to find.
 

log in or register to remove this ad

In the olden days, it often used to be "play the game as designed to learn how it actually works, and then later add your own tweaks to improve the aspects that you feel aren't working for you as written."
A big issue I have with 5th edition is that I really don't know how the rules as written are supposed to be used. There are many mechanics that explain how they work, but there is a lack of understanding on my side of what they are meant to accomplish. What is the 30-minute-gameplay loop of D&D 5th edition that the designers designed the mechanics for? What did they think a D&D adventure looks like in play?
Right, so understanding that is exactly why I recommend reading all of the words in the PHB and the DMG, without skimming or assuming that you “already know most of it.” Treat it as a completely new game, not as patch notes for the latest update to a game you’ve played before.
 

But I get bored too quickly with reading pages of stuff that is banal and obvious and not noticing anything relevant to actually go through with it.
 


But I get bored too quickly with reading pages of stuff that is banal and obvious and not noticing anything relevant to actually go through with it.
I mean, the Starter Set booklet or the PHB have everything you need to just run the game. The DMG has the info if you want more, but if it bores you, don't worry about it.
 



The thing is, for most ttrpgs all you need to play is one book. Sometimes it’s a big book, but still just one. So it’s hard to recommend the dmg as a “core” book when it’s not really essential to running the game, and is not written in a way that respects people’s time. This is perhaps especially true for dnd 5e, which has tons of online support.
 

The thing is, for most ttrpgs all you need to play is one book. Sometimes it’s a big book, but still just one. So it’s hard to recommend the dmg as a “core” book when it’s not really essential to running the game, and is not written in a way that respects people’s time. This is perhaps especially true for dnd 5e, which has tons of online support.
I suppose you could just read the basic rules and have everything you need to run the game. I still think reading the full PHB and DMG promotes better understanding of the design intent.
 


Remove ads

Top