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Synopsis: The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. A Dungeon Master runs the Dungeons & Dragons(r) game-part storyteller, part actor, part referee. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.
Review: The 3rd Edition Dungeon Master's Guide focuses on how to create and run a fun Dungeons & Dragons game. Like previous editions, the 3rd Edition DMG further explains the rules introduced in the Player's Handbook. But this book goes beyond rules and offers valuable tips on pacing, story creation, conflict, villains, motivation, and player rewards.
Novice DMs will benefit from the sections on creating individual adventures and describing action, while even experienced DMs will appreciate the notes on extended campaigns, detailed world creation, and high-level play. We loved the "Behind the Curtain" blurbs, which explain the reasoning behind the changes made in 3rd Edition. Well-considered optional rules are offered to daring DMs, including rules for monsters as PC races (troll paladin, anyone?), high technology, and guidelines for creating custom races and classes.
The nuts and (lightning) bolts of DMing are also covered in great detail. The book teaches DMs how to gauge Challenge Ratings for players and monsters in order to create balanced encounters. These encounters are easier to run thanks to 3rd Edition's standardized monster abilities, each of which are covered in depth. Rewarding players for successful encounters is also easier, now that the cumbersome treasure tables of 2nd Edition have been replaced. Particular attention is paid to magic items: how to award them, how players create them, how to adjudicate them, and how to take them away. The new magic item enhancement rules (similar to the magic items in the computer game Diablo) are also detailed.
One dramatic departure from D&D as we knew it could have used a bit more attention. The DMG introduces the concept of prestige classes, and includes rules for six sample prestige classes: arcane archer, assassin, blackguard, dwarven defender, loremaster, and shadowdancer. Characters can't take these classes at first level but must instead work toward them by choosing specific classes, skills, and feats. For example, before taking a level in arcane archer a character needs to be an elf or half-elf and have a high attack bonus, specific archery feats, and the ability to cast at least one arcane spell. Unsure how these classes will affect your game? Want tips on how to properly create and balance these classes? Sorry, the DMG does not provide adequate answers.
But aside from this complaint the DMG stands out as an honestly useful guide book to the incredible new Dungeons & Dragons game. The rules and tips are well organized and easy to find, thanks to a detailed table of contents and full index. Artwork, examples, and diagrams are liberally placed throughout the book. All this attention to detail makes the DMG an easy and effective read. We wouldn't want to DM without it. --Mike Fehlauer
Title: Dungeon Master's Guide: Core Rulebook II (...
Publisher: Wizards of the Coast
Publication Date: 2000
Book Condition: Used: Acceptable
Book Description Book Condition: Acceptable. May have some shelf-wear due to normal use. Bookseller Inventory # 0KVBKG003VRY
Book Description Book Condition: Acceptable. Reading copy. May have signs of wear and previous use (scuffs, writing, underlining). Dust jacket may be missing. Bookseller Inventory # 3IIEN5001XWE
Book Description Book Condition: Good. Sound copy that may show minimal signs of wear or previous ownership. Bookseller Inventory # 3IIEN50023LL
Book Description Wizards of the Coast. Book Condition: Good. . Bookplate inside. Bookseller Inventory # E18B-00064
Book Description Wizards of the Coast, USA, 2000. Hardcover. Book Condition: Good. No Jacket. Some edge wear on covers. Otherwise like new. Size/weight may require extra shipping cost. Bookseller Inventory # 002521
Book Description Wizards of the Coast. Book Condition: Very Good. . Bookseller Inventory # J11C-00200
Book Description Wizards of the Coast, Renton, Washington, U.S.A., 2000. Hardcover. Book Condition: Good. No Jacket. Binding Strong, Pages Clean Except For Name Written Inside Front Cover, Cover Slightly Worn And Bumped. Bookseller Inventory # 012539
Book Description Wizards of the Coast, U.S.A., 2000. Hardcover. Book Condition: Very Good. Dust Jacket Condition: No Dust Jacket. Color and B&W Illustrations (illustrator). First Edition; First Printing Used. Size: 4to - over 9¾" - 12" Tall. Bookseller Inventory # 0808237
Book Description Wizards of the Coast, U.S.A., 2000. Hardcover. Book Condition: Very Good+. Dust Jacket Condition: No Dust Jacket. Color and B&W Illustrations (illustrator). First Edition Used. Size: 4to - over 9¾" - 12" Tall. Bookseller Inventory # 0813010
Book Description Wizards of the Coast, 2000. Hardcover. Book Condition: Good. Some slight wear to the cover Some small signs of general ware. Bookseller Inventory # mon0000020535