Bookstore Search All Books Browse Books R. A. Salvatore Science Fiction & Fantasy Fantasy Science Fiction Gaming Dungeons & Dragons Comics & Graphic Novels Graphic Novels Manga Marvel DC Comics Dark Horse Image Literature & Fiction Mystery & Thrillers Horror Historical Fiction Anthologies Children's Books Comics & Graphic Novels Manga Mysteries, Espionage, Detectives Science Fiction & Fantasy Horror Superheroes Thrillers Action & Adventure Fairy Tales, Folk Tales & Myths Browse Movies & TV Movies & TV Movies TV Browse Computer & Video Games Computer & Video Games PC Games Mac Games Xbox 360 Playstation 3 Nintendo Wii
View Shopping Cart Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons) See larger image Author: Monte Cook List Price: $19.95 Price: Availability: Not Available Rating: Release: Friday, September 01, 2000 Publisher: Wizards of the Coast Sales Rank: 110234 Binding: Hardcover Quantity: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Editorial Reviews Product Description 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. Amazon.com 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 Customer Reviews You Might Also Be Interested In: Monster Manual: Core Rulebook III (Dungeons & Dragons) Player's Handbook: Core Rulebook I (Dungeons & Dragons) Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)