D&D 5E The DMG: Has it lived up to the hype?


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Expecting them to cover literally every rule that a notoriously picky fan base would want included would be like firing an arrow and trying to hit the moon. Ya ain't gonna git there.
Exaggerating a bit are we? Wizards are the ones that spun the idea of levers and knobs for lots of modularity.
 

Exaggerating a bit are we? Wizards are the ones that spun the idea of levers and knobs for lots of modularity.

Well it was a joke, although after reading the Wizards boards, the estimation may not be too far off. In any case, I'm curious to see a quote of mearles or someone else stating the the DM's guide would be as such. I remember them saying they would include some modularity, but not that it would convert entire editions over or anything like that. I could be wrong, but it would be nice to see direct quotes.
 

I think the DMG is good enough that it is a "must have" for all 5E DM's. If you're only using the online rules, or the PHB, you're missing out on some great stuff.

Here's hoping Santa brings all of you a DMG for Xmas this year. :)
 


No, it hasn't lived up to the hype.

It's a good book. Judging it solely on its own merits, I'd give it an A-. However, it only gets a C+ from me when I include the fluffed-up expectations about it being guide to hacking the game.
This is pretty much how I feel. In my opinion, the book gives a lot of vague advice for hacking the game, but not many systems to actually help you do it. For example, the system for random encounters is pretty much "you can make a random encounter table however you want, and then roll on it whenever you feel like." It introduces the idea of random encounters, but it doesn't do much to help me implement them.

Another example: the section for NPC followers pretty much just says "you can give your players some NPC followers if you want." It has a rule for loyalty, which is nice, but the 1e DMG described rules for hiring and attracting followers, stats and descriptions for different kinds of followers (available for different salaries), etc.

I guess I was expecting more of a campaign resource (like the 1e DMG), and what I got was more of an advice book (like the 4e DMG). I don't think that's the wrong approach, by the way. Just not the one I was expecting.
 


I don't have the DMG, but based on what I saw when I skimmed one in a bookstore more than half the things on the list I was able to find in it. So it included at the very least 10.5 out of the 17 list items. Maybe someone who has the book can find more that I missed?


  • Include tactical combat rules that allow the option to add more miniatures gaming elements to combat. This would include a grid, options for facing, rules for more detailed zones of control, and so on.
  • Provide a system that emphasizes refreshing resources by encounter instead of by day. The nice thing about our approach is that since this is an option, we don't have to settle for half measures. Everything can be encounter-based, even hit points.
  • Create rules for giving mechanical weight to character motivation, personality traits, and so on.
  • Provide a structure for a more story-based approach to D&D, treating the DM and players as co-authors of a narrative with a specific focus.
  • Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment.
  • Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on.
  • Add in rules for firearms, including both a historical take and one driven by fantasy.
  • Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role. (This was cut, but we'll get it for free later)
  • Design rules for speeding up battles that involve lots of monsters and the characters.
  • Provide rules for sea battles.
  • Create rules for realms management and strongholds.
  • Design rules for finding ingredients and reagents to craft magic items.
  • Provide critical hit and critical failure tables.
  • Design rules for using armor as damage reduction, along with rules for hit locations.
  • Introduce rules for lingering wounds, a gritty approach to health and well being.
  • Include alternative magic systems.
  • Provide rules for horror and sanity, along with other rules to change D&D's genre.
 

To the OP: no.

They really hyped it as a "hacker's guide" but it doesn't do that. There's advice on making content but zero advice on making your own optional rules, or what to change and what to not.

Plus, when you look at the wish list of modules, the results fall short:
http://archive.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130128

Seems like they actually got quite a few of those in there. Like they said, it's a wish list, and they outright say they probably won't be able to fit all of those in the DM's guide or in the game in general until later. So to have at least 75% of them, that's a pretty good start.
 

Seems like they actually got quite a few of those in there. Like they said, it's a wish list, and they outright say they probably won't be able to fit all of those in the DM's guide or in the game in general until later. So to have at least 75% of them, that's a pretty good start.
They included a lot, but it'a closer to 50%. And they omitted some biggies. Like critical fumbles. Quicker/slower levelling. Or advice on making your own house rules.
It's a good book and a decent guide for DMing but trying to be a hacker's guide and DMG led to some comprehensive comprises.
 

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