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

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 mean, they have that free to download online.
 

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The problem for me is that you just want technical benefits from the actions, and expect these to come from the rules. However, at our table, no-one would even think about knocking someone down just to potentially get technical benefits (because it's silly, you have very sharp weapons and spells that are much more efficient in most cases), they would do it because it makes sense in the world, and when they do, they get story-empowered advantage to whatever they are doing if it's appropriate (and it very often is).
Doing Fancy Stuff in combat is generally hard to handle in an RPG, partially because most RPGs have the person acting stating a goal with their action, and then rolling to see if they achieve that goal. But in an actual fight, it's more often about spotting the right opportunity. Another issue is that you either make Fancy Stuff too strong and/or too easy, and then that's all people are going to do, or it's too hard and/or too weak and then people will never do it. One solution is to make the Fancy Stuff into limited-use powers (like Battlemaster maneuvers), but that just turns it into a resource management issue instead.

This is one area where I think Fantasy AGE's stunt system works well, though it would be hard to transfer to D&D. In AGE, rolls are made with 3d6 + modifier versus a difficulty. One of the dice is a different color, and that's the stunt die. Should you roll doubles on any two dice (which turns out to be about a 50% chance), you get Stunt points equal to the number on the stunt die, which you can use to deal extra damage, knock the enemy over, knock them back, disarm them, and so on. This reflects that you generally don't go into a swordfight intending to trip your opponent, but if the shot comes up you're sure going to take it.
 

I mean, they have that free to download online.
That's what I mean. For new DMs, there's better written advice on how to run and prep an adventure out there (IMO). For new and experienced DMs, the SRD has most of the items and rules you might need to reference (in an easier to reference format). For experienced DMs, even if they are new to 5e, it's not clear if there are enough subsystems and optional rules to make it worth purchasing it. That's kinda what I was wondering in the other thread: what would the revised 2024 dmg have to provide in order for you to purchase it? I know it's tradition, but does the game even need a separate ($50) volume for dungeon masters?
 


That's what I mean. For new DMs, there's better written advice on how to run and prep an adventure out there (IMO). For new and experienced DMs, the SRD has most of the items and rules you might need to reference (in an easier to reference format). For experienced DMs, even if they are new to 5e, it's not clear if there are enough subsystems and optional rules to make it worth purchasing it. That's kinda what I was wondering in the other thread: what would the revised 2024 dmg have to provide in order for you to purchase it? I know it's tradition, but does the game even need a separate ($50) volume for dungeon masters?
For me, it's worth it for the random tables and generators.
 


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