grimmgoose
Adventurer
I want it to be full of options and twists that appeal to me, the Dungeon Master. The current DMG falls flat in that regard. It's a bloated nothing.I think this is one of the perspective problems about the DMG. Some readers want it to be full of rules,
Of course there are people that exist in both spectrums, but it seems to me that most fall a little more to one side or the other. And that creates some of the consternation we see around the DMG.
The Chase rules are bad, there is nothing in there to assist me with sieges or mass battles, there's no "Skill Challenge" mechanic to field encounters that aren't combat (Group Checks are barely a system). I don't have Setting Rules to tweak my game to be gritty low-fantasy, or horror, or making magic dangerous.
I've used the DMG. In my current game, I use the "Natural Healing" setting rule, which is clearly an afterthought because DnDBeyond doesn't support it. Other than that, it's House Rules that make my game unique - so why did I spend $60 on the DMG - and why is WOTC asking me to spend $60 on it again? For Bastions? For attempt #3 at a functional CR system?