The Dungeon Master's Guide is now available on D&D Beyond at least for Master Tier subscribers (I upgraded to share the new PHB with my Ravnica campaign players).
The DMG was an important resource in 2014, but always felt more like a reference book than something that you'd really need to bring with you to your sessions. Does the 2024 version change this?
Short answer: No. But that's not a bad thing.
As many have already said, the new DMG is structured far better than the 2014 one.
The 2014 DMG begins with how to build a campaign setting. As someone who loves creating fictional worlds, and for whom that is honestly a big fraction of my desire to DM, this felt tailored especially to me.
But the crazy thing about that book was that it didn't really, you know, teach you how to DM a game of D&D. That's not really fair, but it didn't start by sitting you down and explaining how your role would work and what kind of effort you would want to put in.
2024 fixes that. It starts off, right off the bat, walking you through, step-by-step, what you'll need to do as a DM. It even addresses some of the above-table social issues you might encounter, including - blessedly - an explicit rejection of the tired justification players have for toxic behavior: "it's what my character would do."
Now, am I going to be returning to this book over and over as I play?
As I see it, the core things a DM needs the DMG for is encounter-building guidance, treasure/magic items lists, and homebrew guidance.
Here is the thing I am sad to report: I've been waiting nine years for a new "quick monster stats" table that allows monsters to have an AC of more than 19. It's insane to me that they allow this to continue all the way up to CR 30 in the 2014 DMG. So, one of the first things I looked for was an updated table.
There is none. Not even just the old table.
Instead, there is guidance on how to alter existing stat blocks, but nothing (unless I somehow overlooked it) about building your own monsters from scratch, which, frankly, is one of my favorite things to do as a DM.
Indeed, much of the content of the DMG is pretty much the same. A handful of brand-new magic items were added (the special items used by the characters from the '80s cartoon show) and a few items from Xanathar's and Tasha's were also inducted into the DMG, including a lot of common magic items. Also, Monks rejoice once again - the Wraps of Unarmed Mastery are fully in the core rulebooks now, so you will be able to keep up in gear-progression with your fellow martials.
The encounter-building system is far less overcautious than it was in 2014. My very first encounter I ever ran was just two kobolds and a non-hostile octopus, and my three-player party killed both kobolds before they could act - because the math in the DMG said that I couldn't do anymore. In this one, a moderate encounter for three level 1 players would have enough XP for 9 kobolds (or a thug and five kobolds, which is probably the array I'd use if I were doing that campaign now).
To compare, and to check my math from nine years ago, the 2014 guide gave a x1.5 multiplier to the XP each monster counted for with only two monsters in the encounter, and a x2 multiplier for 3-6 monsters. Which is freaking insane. Thus, at two kobolds, we're talking 50 xp a piece. In the 2014 guide, for a moderate encounter, each player brings 50 xp to the budget, so for our three, our budget is only 150. Then, because we have two kobolds, we are already at that budget with just the two of them.
So, to recap: first off, the XP budget for each party member is just plain higher than it was. But also, by removing the "Encounter Multipliers" part of the system, we're no longer pushed for individual big, high-CR monsters (which, in my experience, almost never make for a satisfying encounter) and can instead spread the fight out amongst a larger group of weaker monsters (which, especially at lower levels, makes for much more interesting fights).
Now:
How does this compare with other encounter-building systems? Xanathar's Guide to Everything and MCDM's Flee, Mortals! both have systems that I've used for my encounters.
Let's see how each of them would approach a planned encounter I have for probably the next session of my current campaign (depending on how much roleplay goes down).
I usually have six players active, and tend to adjust encounters if players can't make it or if some of our other players find they can play. They're all level 17 (they also are utterly decked in powerful magic items, but I tend to just let them be powerful and don't account for those in most cases - they've earned it).
Let's skip the 2014 system because it's kind of crap.
I used Flee, Mortals! to build the encounter as I have it now, which uses three Athar Nulls (CR 5) and 9 Transcendent Order Instincts (CR 3).
Flee Mortals gives us a CR budget per party member based on level and difficulty. This is meant to be an easy encounter (in fact, the people are actually innocent civilians being puppetted remotely by an Ilithid hivemind, so part of the challenge, potentially, is recognizing they're not actually enemies). So, from FM!, we get a CR budget of 7 per player. 7x6 is 42, meaning if we put three Nulls in there (so we're at 15) we have 27 "CR" left, which we can use to "buy" 9 Instincts.
The Xanathar's system is essentially a series of ratios of how many of a certain CR creature is appropriate for a character of each level. This worked far better than the 2014 DMG version, but I do think it could get you to make encounters with far more low-CR monsters than you potentially should be using. By this system, the ratio of 17th-level character to CR 3 creature is 1:4, meaning we can have 4 Instincts for every player in the party. The ratio for CR 5 is 1:2.
Thus, by this system, if we want to preserve the rough ratio of creatures, we're likely talking 4 Nulls and 16 Instincts - clearly a much tougher fight than the FM version (notably, Xanathar's didn't have any "difficulty sliders." But FM only adds 1/2 a CR to the "Standard" CR budget-per-player, meaning we'd only be adding 3 to our CR budget, so just a single extra Instinct to change it from an Easy to Standard encounter - arguably, this shows a flaw in FM's system, where the distinction between difficulties isn't as wide as it maybe should be).
So, let's try the new system:
In the 2024 DMG, we're back to using XP budgets rather than CR budgets, but the amounts have increased. For a "low" difficulty encounter, each 17th level character should be adding 4500 xp to our pool. So, our total budget for the encounter is 27,000.
Nulls (and all CR 5 creatures) are worth 1,800 xp. Instincts (and all CR 3 creatures) are worth 700. So, our FM-derived group has a total XP of 11700. Significantly less than what the new DMG calls for. For our Xanathar's-derived group, we're talking 18400 - still less than what this calls for. Holy crap.
At this point, because these CR 3 Instincts don't feel like they'll be all that effective against my superheroic-powered characters, I'm curious to see what it would look like if we upgraded them from Instincts to Transcendent Order Conduits, which are CR 8 (3,900 XP). We might flip the ratio as well, given that the Conduits are tougher than the Nulls. So, we bump the Nulls up to, say, 5 on the board. That's 9000xp, leaving us 18,000 left. We could then have 4 Conduits (15,600,) which leaves us 2,400 xp in our budget. I'd be willing to tip this a little beyond a low-difficulty fight by adding two Nulls to the mix, which means adding 3,600 xp to this, for a total encounter of 7 Nulls and 4 Condutis (so 11 adversaries, which feels reasonable for a 6-player party) and going slightly over budget at 28200 xp.
So, this is interesting: at least in this case, the new DMG seems to have the meanest encounter-building math I've seen in 5E. Player characters are for sure becoming more powerful with the new PHB, but I'm also curious to see if the monsters are also becoming significantly more powerful, and whether this will all make the game a lot more deadly.
In terms of ease of use, CR-based systems are certainly easier. But because CR and XP don't scale directly with one another, it'll always be an interesting question as to which is a better reflection of actual difficulty. The Xanathar's system was skewed because simply going for a monster that was one CR lower (meaning likely just slightly lower hit chance, if even any difference, and barely any difference in damage done) would suddenly allow you to bring, say, two of them instead of one.
So, honestly, XP-based encounter building is probably better - it will just mean math with bigger numbers.
I'm eager to test this out - I don't want to utterly bludgeon the party (and I might make some adjustments to the homebrewed boss monster at the end of that day of adventuring to make it not quite as brutally mean, in case the party is seriously drained by the time they can fight it) but I do want to make them fear me... er, I mean, the monsters within the story.