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D&D Older Editions, OSR, & D&D Variants
The DMG: A CRITICAL HIT at 93.5%!
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<blockquote data-quote="UngeheuerLich" data-source="post: 7655446" data-attributes="member: 59057"><p>I like the DMG and would have hoped it to be a lot bigger, to have everything inside. The Ideas I get from that book are great however. Even though I disagree on some parts, it is a good Book.</p><p>I would have liked rules to be a little bit different...</p><p>... a saving throw for lingering wounds</p><p>... cleaving worded as: "if you deal enough damage to reduce a creature from max to 0 hp..." so a injured crature does not suddenly become immune to being cleaced through (counter-intuitive)</p><p></p><p>But as you see: such minor are my gripes with that edition. I can easily adjust those rules a little bit, combine some optional rules to get the desired effect in my game. The DMG is written in a way that makes it clear, that you may take bits and pieces here, change a bit there. It is a real dungeon master´s GUIDE. It guides at least a somewhat experienced DM to make good rulings in his game.</p><p>Thus I would rate the DMG as a 90% or higher hit. (No critical hit though, as it has no expanded critical range in it.)</p><p></p><p>I am really looking forward to the new blogs, maybe the DUNGEON magazine, where some of the chapters in the DMG might be expanded with more options. Traps, diseases and so on could be early articles.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 7655446, member: 59057"] I like the DMG and would have hoped it to be a lot bigger, to have everything inside. The Ideas I get from that book are great however. Even though I disagree on some parts, it is a good Book. I would have liked rules to be a little bit different... ... a saving throw for lingering wounds ... cleaving worded as: "if you deal enough damage to reduce a creature from max to 0 hp..." so a injured crature does not suddenly become immune to being cleaced through (counter-intuitive) But as you see: such minor are my gripes with that edition. I can easily adjust those rules a little bit, combine some optional rules to get the desired effect in my game. The DMG is written in a way that makes it clear, that you may take bits and pieces here, change a bit there. It is a real dungeon master´s GUIDE. It guides at least a somewhat experienced DM to make good rulings in his game. Thus I would rate the DMG as a 90% or higher hit. (No critical hit though, as it has no expanded critical range in it.) I am really looking forward to the new blogs, maybe the DUNGEON magazine, where some of the chapters in the DMG might be expanded with more options. Traps, diseases and so on could be early articles. [/QUOTE]
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The DMG: A CRITICAL HIT at 93.5%!
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