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The 5e DMG Part 2- The Purpose of the DMG
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<blockquote data-quote="MNblockhead" data-source="post: 8798788" data-attributes="member: 6796661"><p>I agree with [USER=6801845]@Oofta[/USER] in that we have a wealth of resources to learn to play, but that in itself can be daunting for a new player. That said, now that D&D Beyond is WotC owned there is a lot of free learn-to-play resources there and it really can be a one-stop shot to get started with the game. But [USER=6790260]@EzekielRaiden[/USER] has a point that when you buy a game you should not need to go to a website to learn how to play it. For example, for some board games I will go and watch learn-to-play videos, but those always feel like homework and usually are only needed because the rules are not clearly written and organized. </p><p></p><p>Have more options is better. Some learn better from watching in addition to reading the rules. But everything needed to play the game should be in the core rules. </p><p></p><p>But I think that needs to be in the PHB. The DMG should not be required to play or even run the game. A DM should be able to run a WotC-published adventure with no more than the PHB and the Monster Manual--though I would prefer for the monster stats to be in the adventure, making even the MM and a discretionary purchase. But in the interest of keeping adventure page counts down and in the interest of selling more book, I don't see them changing there current practice. </p><p></p><p>The DMG should be a tool box to help you build your own adventures and campaigns and to create your own actors, locations, and items in the game. Plus rule variants to emulate/support different genres and play styles. But basic how-to-play onboarding material should be in the DMG. </p><p></p><p>Lastly, I don't think 5e is really all that terrible for new players. You can learn to play from the free basic rules. The PHB could benefit from better use of cross referencing, side bars, and a "if you want to ... go to page" style rules index than just a traditional word index. Better use of charts and visuals would help as would narrative example of how a game may run in play that is interspersed with the rules to demonstrate, e.g., combat, exploration, skill checks and contests, etc.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8798788, member: 6796661"] I agree with [USER=6801845]@Oofta[/USER] in that we have a wealth of resources to learn to play, but that in itself can be daunting for a new player. That said, now that D&D Beyond is WotC owned there is a lot of free learn-to-play resources there and it really can be a one-stop shot to get started with the game. But [USER=6790260]@EzekielRaiden[/USER] has a point that when you buy a game you should not need to go to a website to learn how to play it. For example, for some board games I will go and watch learn-to-play videos, but those always feel like homework and usually are only needed because the rules are not clearly written and organized. Have more options is better. Some learn better from watching in addition to reading the rules. But everything needed to play the game should be in the core rules. But I think that needs to be in the PHB. The DMG should not be required to play or even run the game. A DM should be able to run a WotC-published adventure with no more than the PHB and the Monster Manual--though I would prefer for the monster stats to be in the adventure, making even the MM and a discretionary purchase. But in the interest of keeping adventure page counts down and in the interest of selling more book, I don't see them changing there current practice. The DMG should be a tool box to help you build your own adventures and campaigns and to create your own actors, locations, and items in the game. Plus rule variants to emulate/support different genres and play styles. But basic how-to-play onboarding material should be in the DMG. Lastly, I don't think 5e is really all that terrible for new players. You can learn to play from the free basic rules. The PHB could benefit from better use of cross referencing, side bars, and a "if you want to ... go to page" style rules index than just a traditional word index. Better use of charts and visuals would help as would narrative example of how a game may run in play that is interspersed with the rules to demonstrate, e.g., combat, exploration, skill checks and contests, etc. [/QUOTE]
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