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Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition Books
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Binding: Hardcover
Brand: Wizards of the Coast
Dewey Decimal Number: 793
EAN: 9780786948802
Edition: 4th
ISBN: 0786948809
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Number Of Items: 1
Number Of Pages: 224
Publication Date: June 06, 2008
Publisher: Wizards of the Coast
Release Date: June 06, 2008
Studio: Wizards of the Coast






Editorial Review:

Product Description:
The second of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game. The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Dungeon Masters Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.



Customer Reviews
Average Rating:  out of 5 stars

Rating: 5 out of 5 stars - WoW without the PC
I realize that there is a WoW (World of Warcraft) game for the tabletop already, but the 4th edition of Dungeons and Dragons comes closer to the actual game than any other system out there.

The classes are more individualized, each one having their own succinct spells, maneuvers, and abilities. It's definitely less homogenized than in previous editions.

The Core Rules Books of the 4th addition, including this one, are easy to navigate and understand, even for someone who ... Read More



Rating: 3 out of 5 stars - An interesting amalgam of DMG1 & DMG2 from D&D 3.5
The new 4e Dungeon Master's Guide is an interesting book. As someone who owns both Dungeon Master's Guides from 3.5, I can spot many similarities to both. On one hand, this book makes the 3.5 DMG2 feel like a dry run before the new edition was released. It probably was, as Tome of Battle was a test drive of many of the 4e combat rules. On the other, it bears many similarities to the core DMG's before it. All the way back to 1st edition.

One of the main uses for previous DMG's was ... Read More



Rating: 1 out of 5 stars - Where's the Beef?
The latest version of the DMG would be great for anyone under the age of 13 and has never played D&D before. Its like how to be a DM for Dummies. Don't waste your money. Spend it on getting all of the 3.5 books before they are gone instead.



Rating: 4 out of 5 stars - An upgrade over previous editions
While some feel that 4th Edition D&D doesn't feel like D&D, I have been very happy with it. Most of the changes (taking aggro from MMOs in a way, requiring a map, toning down spellcasters) are really things that have been needed for quite some time and natural evolutions of the game.

The new DMG is really only needed for someone who actually DMs and has some great tips for incorporating traps, terrain, skill challenges, and templates encounters as well as running them. Well worth reading ... Read More



Rating: 3 out of 5 stars - Wait for 4.5
The book was all nice, neat, and all that jazz, but 4th ed itself, it just seems to be lacking, I suggest WAIT TILL 4.5. 4.0 feels more like a public test release; Save your money, just wait a little longer. Wizards of the Coast have already released updates for the 3 core books, and some others.


3 stars cause

Goods
New ideas
New races
New Powers
New Classes
Simplified


Bads
Little to no customization for PCs, no where ... Read More





 

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