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General Tabletop Discussion
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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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<blockquote data-quote="Oofta" data-source="post: 8808151" data-attributes="member: 6801845"><p>It's kind of like saying "My game is going to be just like Game of Thrones". I've never seen the show and only have vague ideas about it and that show is extremely popular. Maybe I'll watch it if I can get a free trial subscription, but until then references to it are pretty meaningless.</p><p></p><p>It may be obvious to you what you're saying, but it's just ... not. Most chapters (if not all, I didn't double check) in the DMG have some intro text for new DMs. There's plenty of places in the DMG where they include advice for people that have little experience. Do you really think that anyone that's DMed a previous version or played a significant amount of D&D needs to know what an NPC is?</p><p></p><p>So you say that they have different types of advice to GMs of different levels. What does that even mean? The DMG has advice targeted to newbie DMs. If I pick another random chapter of the DMG, let's say Chapter 9: Dungeon Master's Workshop. The intro goes into why you would use these rules and some advice on types of rules to avoid.</p><p></p><p>[SPOILER="First few paragraphs"]As the Dungeon Master, you aren’t limited by the rules in the <a href="https://www.dndbeyond.com/sources/phb" target="_blank">Player’s Handbook</a>, the guidelines in these rules, or the selection of monsters in the <a href="https://www.dndbeyond.com/sources/mm" target="_blank">Monster Manual</a>. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and magic items.</p><p></p><p>The options in this chapter relate to many different parts of the game. Some of them are variants of rules, and others are entirely new rules. Each option represents a different genre, style of play, or both. Consider trying no more than one or two of the options at a time so that you can clearly assess their effects on your campaign before adding other options.</p><p></p><p>Before you add a new rule to your campaign, ask yourself two questions:</p><p></p><ul> <li data-xf-list-type="ul">Will the rule improve the game?</li> <li data-xf-list-type="ul">Will my players like it?</li> </ul><p>If you’re confident that the answer to both questions is yes, then you have nothing to lose by giving it a try. Urge your players to provide feedback. If the rule or game element isn’t functioning as intended or isn’t adding much to your game, you can refine it or ditch it. No matter what a rule’s source, a rule serves you, not the other way around.</p><p></p><p>Beware of adding anything to your game that allows a character to concentrate on more than one effect at a time, use more than one reaction or bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and magic item attunement can seriously unbalance or overcomplicate your game.[/SPOILER]</p><p></p><p>How would a different structure change that? Because it seems like you're saying "Game X includes the starter set so D&D should too!"</p></blockquote><p></p>
[QUOTE="Oofta, post: 8808151, member: 6801845"] It's kind of like saying "My game is going to be just like Game of Thrones". I've never seen the show and only have vague ideas about it and that show is extremely popular. Maybe I'll watch it if I can get a free trial subscription, but until then references to it are pretty meaningless. It may be obvious to you what you're saying, but it's just ... not. Most chapters (if not all, I didn't double check) in the DMG have some intro text for new DMs. There's plenty of places in the DMG where they include advice for people that have little experience. Do you really think that anyone that's DMed a previous version or played a significant amount of D&D needs to know what an NPC is? So you say that they have different types of advice to GMs of different levels. What does that even mean? The DMG has advice targeted to newbie DMs. If I pick another random chapter of the DMG, let's say Chapter 9: Dungeon Master's Workshop. The intro goes into why you would use these rules and some advice on types of rules to avoid. [SPOILER="First few paragraphs"]As the Dungeon Master, you aren’t limited by the rules in the [URL='https://www.dndbeyond.com/sources/phb']Player’s Handbook[/URL], the guidelines in these rules, or the selection of monsters in the [URL='https://www.dndbeyond.com/sources/mm']Monster Manual[/URL]. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and magic items. The options in this chapter relate to many different parts of the game. Some of them are variants of rules, and others are entirely new rules. Each option represents a different genre, style of play, or both. Consider trying no more than one or two of the options at a time so that you can clearly assess their effects on your campaign before adding other options. Before you add a new rule to your campaign, ask yourself two questions: [LIST] [*]Will the rule improve the game? [*]Will my players like it? [/LIST] If you’re confident that the answer to both questions is yes, then you have nothing to lose by giving it a try. Urge your players to provide feedback. If the rule or game element isn’t functioning as intended or isn’t adding much to your game, you can refine it or ditch it. No matter what a rule’s source, a rule serves you, not the other way around. Beware of adding anything to your game that allows a character to concentrate on more than one effect at a time, use more than one reaction or bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and magic item attunement can seriously unbalance or overcomplicate your game.[/SPOILER] How would a different structure change that? Because it seems like you're saying "Game X includes the starter set so D&D should too!" [/QUOTE]
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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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