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General Tabletop Discussion
*Dungeons & Dragons
What can WotC do in OneD&D to make the DM's Guide worth buying?
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<blockquote data-quote="Shiroiken" data-source="post: 8819809" data-attributes="member: 6775477"><p>The big issue is the divide is styles of DMing. Every edition prior had a built in default game style, which the DMG was written to support, but 5E is intentionally style agnostic. The issue is that they simply ignored the problem, rather than addressing it, leaving it rather... underwhelming. Instead, they should have the first chapter addressing the most popular styles, providing the advantages and disadvantages of each, allowing the DM to decide for themselves how they want to run the game.</p><p></p><p></p><p>I got no idea what you're talking about. The 1E DMG is amazing, and even if you didn't think so, the Dungeoneer's Survival Guide would like a word about who's "useful." The 2E DMG wasn't great IMO, but there's a lot of garbage in 2E that wasn't useful at all.</p><p></p><p></p><p>Magic items are DM facing, because they're the ones who make them available. The DM can decide that certain items don't fit their game, and simply don't issue them (for example, I'll never give out a +x shield). Additionally, cursed items would be awful, since players would just know what they do and how to avoid them. Finally, you'd be pushing a large page count into a book that's already quite full.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8819809, member: 6775477"] The big issue is the divide is styles of DMing. Every edition prior had a built in default game style, which the DMG was written to support, but 5E is intentionally style agnostic. The issue is that they simply ignored the problem, rather than addressing it, leaving it rather... underwhelming. Instead, they should have the first chapter addressing the most popular styles, providing the advantages and disadvantages of each, allowing the DM to decide for themselves how they want to run the game. I got no idea what you're talking about. The 1E DMG is amazing, and even if you didn't think so, the Dungeoneer's Survival Guide would like a word about who's "useful." The 2E DMG wasn't great IMO, but there's a lot of garbage in 2E that wasn't useful at all. Magic items are DM facing, because they're the ones who make them available. The DM can decide that certain items don't fit their game, and simply don't issue them (for example, I'll never give out a +x shield). Additionally, cursed items would be awful, since players would just know what they do and how to avoid them. Finally, you'd be pushing a large page count into a book that's already quite full. [/QUOTE]
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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