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People don't read the 5E DMG for a reason
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<blockquote data-quote="SteveC" data-source="post: 9313139" data-attributes="member: 9053"><p>I'm a fan of 4E and a huge fan of the 4E DMG. But (and this is a big but) that doesn't mean people who prefer the 5E DMG are "wrong" in some way. If I'm honest, I am not a fan of the 5E DMG either, but that doesn't make me right. The most telling thing I can say about the 5E DMG is that it was singled out as a weak book by the designers themselves.</p><p></p><p>For the 4E DMG, there a only a few chapters that are really rules-centric and pertain to that edition. There is a ton of stuff that you could literally copy and paste into a new book. I suggest that people give it a look in that light. The biggest thing about it was that it had more space simply because magic items were in the PHB. So you had more room to discuss and talk about things with a new DM. There is a reason that the book is well-regarded years later even by people who never liked D&D. But is it "the holy grail" of DMGs? No.</p><p></p><p>For the 5E DMG, it was sort of a must-purchase book at the time because it had magic items in it. That's sort of the standard for every other DMG out there: you need it if you want the items. The thing that bothered me the most was that it talked about having rules modules in it that were one of the cornerstones of the game during the playtest for D&D Next. What we got really disappointed me in terms of content and effort.</p><p></p><p>The designers have talked about taking a different approach and making the new DMG more new DM friendly. For me, that's not a concern and it won't be a selling point, but I also get why it's <em>important </em>to do that. There are a ton of great books for running games, and people like Matt Colville have made hundreds of videos on the subject. Thinking of that, the DMG has a tough job to do.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9313139, member: 9053"] I'm a fan of 4E and a huge fan of the 4E DMG. But (and this is a big but) that doesn't mean people who prefer the 5E DMG are "wrong" in some way. If I'm honest, I am not a fan of the 5E DMG either, but that doesn't make me right. The most telling thing I can say about the 5E DMG is that it was singled out as a weak book by the designers themselves. For the 4E DMG, there a only a few chapters that are really rules-centric and pertain to that edition. There is a ton of stuff that you could literally copy and paste into a new book. I suggest that people give it a look in that light. The biggest thing about it was that it had more space simply because magic items were in the PHB. So you had more room to discuss and talk about things with a new DM. There is a reason that the book is well-regarded years later even by people who never liked D&D. But is it "the holy grail" of DMGs? No. For the 5E DMG, it was sort of a must-purchase book at the time because it had magic items in it. That's sort of the standard for every other DMG out there: you need it if you want the items. The thing that bothered me the most was that it talked about having rules modules in it that were one of the cornerstones of the game during the playtest for D&D Next. What we got really disappointed me in terms of content and effort. The designers have talked about taking a different approach and making the new DMG more new DM friendly. For me, that's not a concern and it won't be a selling point, but I also get why it's [I]important [/I]to do that. There are a ton of great books for running games, and people like Matt Colville have made hundreds of videos on the subject. Thinking of that, the DMG has a tough job to do. [/QUOTE]
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