Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What is the Dungeon Master's Guide?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="fusangite" data-source="post: 1864436" data-attributes="member: 7240"><p>I'm not too happy with the current DMG. If I were to re-issue the current DMG, this is what I would change:</p><p></p><p><strong>Chapter #1</strong>: No change</p><p></p><p><strong>Chapter #2</strong>: In my new DMG, this chapter would comprise about half the book. There would be a section of every skill with a 2-10 examples of different possible DCs for various tasks that might come up in an adventure. It would also contain a section on ambiguous situations and what skill to use, e.g.: what perception skill to roll on if a character could pick something up by smell, like a forest fire, or principles for substituting Jump, Tumble and Balance for one another in different physically complex combat situations. </p><p></p><p><strong>Chapter #3</strong>: The section dealing with wilderness adventuring would be vastly expanded. Instead of giving 1-2 pages per ecosystem type, 10-20 pages would be more appropriate and would include customized weather tables to address penalties and bonuses due to weather in each terrain/climate type. It would also explore more fully problems of wilderness survival, suggesting reasonable intervals between getting food and water and the consequences for not getting these things. It would also cover issues like sleeping in bad weather and required protection.</p><p></p><p><strong>Chapter #4</strong>: Perhaps the 18 pages currently spent on those large tables of NPCs one can use in a hurry could be cut down or eliminated entirely. Or better still, moved to an appendix of the Monster Manual or included in the Human section thereof.</p><p></p><p><strong>Chapter #5</strong>: No change.</p><p></p><p><strong>Chapter #6</strong>: This chapter does not belong in the DMG and putting it in here just makes players feel they have to purchase it. While the various character generation methods are appropriate to a DMG, Prestige Classes, Epic Levels and the sections on familiars, cohorts, mounts and animal companions all belong in the PHB.</p><p></p><p><strong>Chapter #7</strong>: This section could be considerably paired-down. Rather than give us 72 pages of magic item listings, perhaps the authors could have spelled-out a systematization for all magic items, instead of just systematizing weapons, armour, wands, scrolls and potions, still allowing for the creation of strange and unique wondrous items but within a framework DMs could use and understand. Tailoring magic items is a big part of developing a coherent campaign feel. Why is it that the DMG give instructions on creating classes, creating races, creating spells and not on creating magic items (not the current section that just purports, falsely, to do so)?</p><p></p><p><strong>New Chapter</strong>: I think there should be a new chapter in the DMG to cover common misperceptions about rules, conflicts over their meaning and general principles for resolving situations where the rules are ambiguous. </p><p></p><p><strong>New Chapter</strong>: Mass battles. I'm not saying that the DMG should provide so much data as to eliminate the need for supplements on this issue but I think it would be helpful for the DM to have some general rules for what happens around the characters if the party becomes involved in a larger battle, for instance, if they arm and lead a band of oppressed villagers against their oppressors. I'm not talking about a battle of thousands but some shortcuts so the DM can predict how the battle will go between two groups and the interactions between the part of the battle the characters are in and the adjacent parts.</p><p></p><p>In my view, the job of a DMG is to provide DMs with a resource that helps them frame situations from their imagination in game terms. I'm not really interested in the DMG being used as a supplement for "advanced" players/characters. </p><p></p><p>All this stated, there is no need for a DMG II. I think about 75 pages of the current DMG could be eliminated with no harm done.</p></blockquote><p></p>
[QUOTE="fusangite, post: 1864436, member: 7240"] I'm not too happy with the current DMG. If I were to re-issue the current DMG, this is what I would change: [b]Chapter #1[/b]: No change [b]Chapter #2[/b]: In my new DMG, this chapter would comprise about half the book. There would be a section of every skill with a 2-10 examples of different possible DCs for various tasks that might come up in an adventure. It would also contain a section on ambiguous situations and what skill to use, e.g.: what perception skill to roll on if a character could pick something up by smell, like a forest fire, or principles for substituting Jump, Tumble and Balance for one another in different physically complex combat situations. [b]Chapter #3[/b]: The section dealing with wilderness adventuring would be vastly expanded. Instead of giving 1-2 pages per ecosystem type, 10-20 pages would be more appropriate and would include customized weather tables to address penalties and bonuses due to weather in each terrain/climate type. It would also explore more fully problems of wilderness survival, suggesting reasonable intervals between getting food and water and the consequences for not getting these things. It would also cover issues like sleeping in bad weather and required protection. [b]Chapter #4[/b]: Perhaps the 18 pages currently spent on those large tables of NPCs one can use in a hurry could be cut down or eliminated entirely. Or better still, moved to an appendix of the Monster Manual or included in the Human section thereof. [b]Chapter #5[/b]: No change. [b]Chapter #6[/b]: This chapter does not belong in the DMG and putting it in here just makes players feel they have to purchase it. While the various character generation methods are appropriate to a DMG, Prestige Classes, Epic Levels and the sections on familiars, cohorts, mounts and animal companions all belong in the PHB. [b]Chapter #7[/b]: This section could be considerably paired-down. Rather than give us 72 pages of magic item listings, perhaps the authors could have spelled-out a systematization for all magic items, instead of just systematizing weapons, armour, wands, scrolls and potions, still allowing for the creation of strange and unique wondrous items but within a framework DMs could use and understand. Tailoring magic items is a big part of developing a coherent campaign feel. Why is it that the DMG give instructions on creating classes, creating races, creating spells and not on creating magic items (not the current section that just purports, falsely, to do so)? [b]New Chapter[/b]: I think there should be a new chapter in the DMG to cover common misperceptions about rules, conflicts over their meaning and general principles for resolving situations where the rules are ambiguous. [b]New Chapter[/b]: Mass battles. I'm not saying that the DMG should provide so much data as to eliminate the need for supplements on this issue but I think it would be helpful for the DM to have some general rules for what happens around the characters if the party becomes involved in a larger battle, for instance, if they arm and lead a band of oppressed villagers against their oppressors. I'm not talking about a battle of thousands but some shortcuts so the DM can predict how the battle will go between two groups and the interactions between the part of the battle the characters are in and the adjacent parts. In my view, the job of a DMG is to provide DMs with a resource that helps them frame situations from their imagination in game terms. I'm not really interested in the DMG being used as a supplement for "advanced" players/characters. All this stated, there is no need for a DMG II. I think about 75 pages of the current DMG could be eliminated with no harm done. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is the Dungeon Master's Guide?
Top