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What Do You Not Like About The 2014 5E DMG?
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<blockquote data-quote="Scott Christian" data-source="post: 9364536" data-attributes="member: 6901101"><p>Like you, I thought it was really well done. I did not approach it as the eyes of a beginner though, so maybe that is why I liked it so much. I also (as a general rule) don't piecemeal read rulebooks. I read them once, cover to cover, then go back and reread sections that piqued my interest or sections I had a hard time getting my head completely around. The planar effects that [USER=20323]@Quickleaf[/USER] mentioned was one such section. So this statement comes with the caveat of - after reading it the way I do, here is what I would change:</p><p></p><ul> <li data-xf-list-type="ul">Better index</li> <li data-xf-list-type="ul">Increase the styles of play to have a lot more alternative rules</li> </ul><p></p><p>That's it. Overall, I think the 2014 version did an awesome job of explaining concretely to DMs how to run a game, while at the same time, adding tons of creativity elements that spark imagination.</p><p></p><p>(PS - As a side note, and to the non-surprise of other posters on this forum, it is a pet-peeve of mine when people take a small section of any rulebook without putting it into context of the chapter/section and entire rulebook. I believe that is where almost all of the disagreements about wording come from. And it all boils down to someone looking something up online, as opposed to reading the entire section.)</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9364536, member: 6901101"] Like you, I thought it was really well done. I did not approach it as the eyes of a beginner though, so maybe that is why I liked it so much. I also (as a general rule) don't piecemeal read rulebooks. I read them once, cover to cover, then go back and reread sections that piqued my interest or sections I had a hard time getting my head completely around. The planar effects that [USER=20323]@Quickleaf[/USER] mentioned was one such section. So this statement comes with the caveat of - after reading it the way I do, here is what I would change: [LIST] [*]Better index [*]Increase the styles of play to have a lot more alternative rules [/LIST] That's it. Overall, I think the 2014 version did an awesome job of explaining concretely to DMs how to run a game, while at the same time, adding tons of creativity elements that spark imagination. (PS - As a side note, and to the non-surprise of other posters on this forum, it is a pet-peeve of mine when people take a small section of any rulebook without putting it into context of the chapter/section and entire rulebook. I believe that is where almost all of the disagreements about wording come from. And it all boils down to someone looking something up online, as opposed to reading the entire section.) [/QUOTE]
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What Do You Not Like About The 2014 5E DMG?
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