| Product: |
Dugeons & Dragons Third Edition Dungeon Master's Guide |
| Date: |
26/05/01 (795 review reads) |
| Rating: |
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Advantages: Hardback, A wealth of Information
Disadvantages: A lot to read and take in
Having been playiing Dungeons & Dragons since the early 80's, and following it's progress through the 1st,2nd and now 3rd editions, I can say that I am very pleased with the new efforts of Wizards of the coast. The Dungeon Masters Guide(DMG) does excactly what it's called. The 256 page hardback book is an incredible resource for anyone running a game of D&D. Starting out in the first chapter we are given guidelines for being a DM and running a succesfull game. Although anyone with experience at being a DM won't really need to read this short chapter. The second chapter covers the various ways of generating ability scores, Modifying the basic races, Creating new races an classes,Non player characters and the new prestige classes. The addition of the prestige class is a great idea. They are basically the same as the normal classess but you must meet certain requirements before being allowed to take that class. For example to become a Shadowdancer the character must have a Move Silently of 8 ranks,a Hide of 10 ranks, a perform of 5 ranks and the feats of Dodge, Mobility and Combat reflexes. Once the prestige class is take the player uses the normal rules for multiclassing. The third chapter mainly deals with the running of the game session itself. This includes determing damage from combat, the effects of various types of special damage (Poison, Creature special abilities, adverse weather conditions), calculating and resolving saving throws and adjudicating spells and magical effects. This chapter is an essential for the DM and provides alot of very good tips and tricks for every type of DM wether they be a begginer or an expert. The fourth chapter covers the creation of the adventures and has many good tips to offer the DM when trying to create their own game. It includes alot of very good information on creating Dungeon, setting encounters that should challenge the players, typical furnishings of a dungeon. It also has various tabl
es for creating random dungeons, random encounters and wilderness encopunters, and an extensive tables for rolling random encounters (although you will need the Monster manual for this). Thhe fourth chapter also has a very good sample of play that will help you understand the running of the game. The fifth chapter then expands on the previous chapter to turn your single adventure into on ongoing campaign. With information on how to create your own game world, building up long intricate stories and becoming a part of a greater picture. This short chapter describes how the players become a part of the whole world and developing a more interactive role of that society. Chapter six then takes it one step further with the subject of world creation. Giving the DM hints and tips for creating their own game world, which the players become a part of. Covering Geography, Economics, polotics,Religion and creating a more modern setting for the game to take place in ( Even a very small bit on different era weapons. Including futuristic) Chapter seven deals with rewarding the players for their part in the game. It describes how to deal with experience points per encounter or task performed and monetary treasures that could be found on enemies or in lairs. This short but useful chapter is a definate for keeping a bookmark in. I keep refering to it when roling for random treasures and for working out the experience for the party after an evenings gaming. The Final chapter covers the magic items that can be found. This has a wealth of items all listed with random generation tables. It goes into the appearance of magic items, identification of items, the usage of magic items and creating your own magic items. All in all I would say that the DMG is an invaluable guide for any aspiring DM and at £12.99 you can't go far wrong. Check out your local gaming store for a copy of this book.
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Last comment:
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- 27/05/01 Looks like you're getting the hang of this. Ops could always have more information, but my main advice would be to leave a line between paragraphs in longer ops. Well done. Ben |
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