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What do you want in the revised DMG?
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<blockquote data-quote="tetrasodium" data-source="post: 8501211" data-attributes="member: 93670"><p>A big part of the trouble is that wotc designed for an astoundingly grindy number of encounters rather than one that could be reasonably pushed in normal gameplay and put a console command level recovery option [spoiler="almost entirely in the player's hands"][MEDIA=youtube]FmD0ZCDuozk[/MEDIA][/spoiler]</p><p></p><p></p><p>[ATTACH=full]149306[/ATTACH]</p><p>A great many of those sidebars better prepare a 5e dm for running 5e yet are from two editions ago. Yes the decision to go into detail or not in ways that are needed for the DM to go into their game well equipped with an understanding of any given topic or not is a choice and choosing not to do so on a given section says a lot. In aggregate though there are so few efforts in the dmg to present system knowledge as anything but an opaque wall that the system winds up being rather unfriendly to the GM in need of system knowledge needed to confidently rule on areas of the rules that needs changes & rulings. Paired with decisions like "feats and magic items are <s>totally unsupported</s> <em>OpTiONaL</em>" a shift of PC power from magic items to the PC itself & so on o5e's heavy reliance on ask your gm/let the gm decide works out to be downright GM <em>hostile</em>. </p><p></p><p>The choice not to equip the gm with system understanding goes beyond a GM actively looking to better understand things to include a GM who doesn't know the mistakes they are making because a more experienced GM can not point them to the sidebar on xxx that would help them better realize things they are struggling with. in the case of 5e itself, an experienced GM who goes through the effort of understanding things followed by trial and error of correcting one off edge case rules intended to stop mythical killer GMs & similar newbieGM mistakes that choice from wotc shows the unstructured mess under the hood.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8501211, member: 93670"] A big part of the trouble is that wotc designed for an astoundingly grindy number of encounters rather than one that could be reasonably pushed in normal gameplay and put a console command level recovery option [spoiler="almost entirely in the player's hands"][MEDIA=youtube]FmD0ZCDuozk[/MEDIA][/spoiler] [ATTACH type="full"]149306[/ATTACH] A great many of those sidebars better prepare a 5e dm for running 5e yet are from two editions ago. Yes the decision to go into detail or not in ways that are needed for the DM to go into their game well equipped with an understanding of any given topic or not is a choice and choosing not to do so on a given section says a lot. In aggregate though there are so few efforts in the dmg to present system knowledge as anything but an opaque wall that the system winds up being rather unfriendly to the GM in need of system knowledge needed to confidently rule on areas of the rules that needs changes & rulings. Paired with decisions like "feats and magic items are [S]totally unsupported[/S] [I]OpTiONaL[/I]" a shift of PC power from magic items to the PC itself & so on o5e's heavy reliance on ask your gm/let the gm decide works out to be downright GM [I]hostile[/I]. The choice not to equip the gm with system understanding goes beyond a GM actively looking to better understand things to include a GM who doesn't know the mistakes they are making because a more experienced GM can not point them to the sidebar on xxx that would help them better realize things they are struggling with. in the case of 5e itself, an experienced GM who goes through the effort of understanding things followed by trial and error of correcting one off edge case rules intended to stop mythical killer GMs & similar newbieGM mistakes that choice from wotc shows the unstructured mess under the hood. [/QUOTE]
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