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General Tabletop Discussion
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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<blockquote data-quote="W'rkncacnter" data-source="post: 8824637" data-attributes="member: 7033455"><p>i mean, then eventually the players will learn what all the options are (assuming they aren't already all online by then) and then this entire idea is utterly redundant. congratulations, you've "hidden" the player options from the players...because?</p><p></p><p>anyway, in my opinion the DMG should include some advice for new DMs, but should also serve to completely disassemble the system's core assumptions for them. why are classes constructed the way they are? how does the encounter math track with expected player stats? how are spells and equipment balanced? how are feat power levels estimated? what is the expected player wealth at various levels and what are they expected to buy with it? do these things change depending on how low or high magic the setting you're using is? etc.</p><p></p><p>in other words, the DMG should serve not just to teach new DMs how to DM, but to teach any DM how to run the system specifically by showing them why the system is built the way it is and thus how to best use (and change/add onto if need be) it.</p><p></p><p>this would also be pretty welcome</p></blockquote><p></p>
[QUOTE="W'rkncacnter, post: 8824637, member: 7033455"] i mean, then eventually the players will learn what all the options are (assuming they aren't already all online by then) and then this entire idea is utterly redundant. congratulations, you've "hidden" the player options from the players...because? anyway, in my opinion the DMG should include some advice for new DMs, but should also serve to completely disassemble the system's core assumptions for them. why are classes constructed the way they are? how does the encounter math track with expected player stats? how are spells and equipment balanced? how are feat power levels estimated? what is the expected player wealth at various levels and what are they expected to buy with it? do these things change depending on how low or high magic the setting you're using is? etc. in other words, the DMG should serve not just to teach new DMs how to DM, but to teach any DM how to run the system specifically by showing them why the system is built the way it is and thus how to best use (and change/add onto if need be) it. this would also be pretty welcome [/QUOTE]
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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