Hussar
Legend
I'm sorry, I didn't realize that this was a + thread.
@Reynard - you asked a question - why don't I (and others) like the 2014 DMG.
You don't get to then turn around and declare everyone wrong with snide insinuations. Are you seriously claiming that the 2014 DMG is well organized? That it treats game issues as deeply as it could? That it's a necessary book at the table?
The reason no one reads the DMG is because it's largely pointless. No, the solutions to problems often aren't found in the DMG. At best the rules touch on things so lightly that they might as well not exist in the first place. That's the result of the whole "rulings not rules" mantra that went into the design of 5e. They couldn't actually go into any depth because they weren't allowed to.
The fact that you're a third of the way through the book before they even begin to describe how to create an adventure pretty much tells me everything. The fact that the adventure design section is whopping EIGHTEEN PAGES, while creating a multiverse is 25 pages tells me exactly where the priorities are.
To me, the 5e DMG is one of the worst DMG's ever written for D&D. It's maybe, maybe a bit better than the 1e DMG, simply because it's slightly less of a rambling mess and actually does get to the point from time to time.
Look, I get you like it. And that's fine. But, you asked me why I don't. I told you why I don't. Turning around and telling me that I'm just wrong isn't really going to convince me of anything.
@Reynard - you asked a question - why don't I (and others) like the 2014 DMG.
You don't get to then turn around and declare everyone wrong with snide insinuations. Are you seriously claiming that the 2014 DMG is well organized? That it treats game issues as deeply as it could? That it's a necessary book at the table?
The reason no one reads the DMG is because it's largely pointless. No, the solutions to problems often aren't found in the DMG. At best the rules touch on things so lightly that they might as well not exist in the first place. That's the result of the whole "rulings not rules" mantra that went into the design of 5e. They couldn't actually go into any depth because they weren't allowed to.
The fact that you're a third of the way through the book before they even begin to describe how to create an adventure pretty much tells me everything. The fact that the adventure design section is whopping EIGHTEEN PAGES, while creating a multiverse is 25 pages tells me exactly where the priorities are.
To me, the 5e DMG is one of the worst DMG's ever written for D&D. It's maybe, maybe a bit better than the 1e DMG, simply because it's slightly less of a rambling mess and actually does get to the point from time to time.
Look, I get you like it. And that's fine. But, you asked me why I don't. I told you why I don't. Turning around and telling me that I'm just wrong isn't really going to convince me of anything.