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Binding: HardcoverBrand: 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. Average Rating:
![]() Rating: - WoW without the PCI 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: - An interesting amalgam of DMG1 & DMG2 from D&D 3.5The 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: - 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: - An upgrade over previous editionsWhile 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: - Wait for 4.5The 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 |