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Should the DMG be the cheapest core book?

Nebulous said:
What the DMG needs is detailed rules for running variant campaigns, and ways to tweak the existing rules. Low magic vs. high magic, variant death mechanics, stuff like that, and plenty of sidebars that detail the thought processes of the designers.
I agree entirely with you particularly with: ways to tweak the existing rules and plenty of sidebars that detail the thought processes.
 

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epochrpg said:
At $40 it already is the cheapest core book..... and also the most expensive as it seems ALL 4e books are $40.

No, that would make it 'equal'. Entirely different concept.

Toss in the fact that everywhere I've seen it advertised it's $34.95 and you're batting 0 for 2 there.
 

The PHB should always be the cheapest because there are always more players than DMs, and it's the highest selling product in any edition of D&D. Having 5 PHBs in a five-player group is useful, while having 5 DMGs when only one person needs it while DMing is unnecessary.
 

Smart said:
I'm sure I'll buy the DMG. There are essentials for the game usually in the DMG that can be found no where else, like encounter design tables, experience point tables, etc.
I want the DMG to provide me with useful aids (most "aids" aren't particularly useful) for running a game and fostering fun. This is neither "crunch" nor "fluff", but something else. Current indication is that the 4e DMG will meet my needs.

Spinachcat said:
But hey, this hobby has always put the financial burden on the GM. How often is the GM the person who offers the game space, breaks out the munchies, the minis, the dice, the extra PHB, the character sheet, blah, blah, blah just so there can be a game???
Amen. Even running games without a specific "DMG", I don't think I've seen more than one or two groups in which the GM didn't own the most supplies. In those few odd instances, whoever outdid the current GM was someone who often (usually) GMed, themself.
 

You could make an argument that the real DMG is the Monster Manual. With some clever editing and a little cutting, you could probably combine the DMG and MM into one volume ... sort of like BECMI back in the day.
 

JoeGKushner said:
Now I know it's a crazy thing to ask. Everyone needs a Player's Handbook right? So obviously they're able to leverage some printing logistics on it.

However, without a DM, the game isn't going anywhere.

4e, if it wants to be even more successful than 3e, needs to make sure that the game is nice and easy to run and that means not only the mechanical changes we've seen in terms of things like monster design, but also making sure that the DM isn't getting the screws when it comes to buying things to make his game work.

Opinions?

Dunno about this. I think it should cost less, but mostly because its almost 100 pages shorter than the PH. You definitely shouldn't be paying the same for less content.
 

JoeGKushner said:
No, that would make it 'equal'. Entirely different concept.

Toss in the fact that everywhere I've seen it advertised it's $34.95 and you're batting 0 for 2 there.

But on the bright side, your nit-picking ability is batting 1000!
 

Mourn said:
The PHB should always be the cheapest because there are always more players than DMs, and it's the highest selling product in any edition of D&D. Having 5 PHBs in a five-player group is useful, while having 5 DMGs when only one person needs it while DMing is unnecessary.

But that avoids the point of whose DMing. Sure, you got five players and 0 DMs. What good are those Player's Handbooks now?

It's still the most prep time role in the group and giving extra costs to that individual seems counter intuititve no?
 


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