Rating: Summary: God, I love being the DM Review: Okay, I have to admit two things first. First of all, my buddies and I really don't know how to truly play D&D. We know sort of how to make characters and most of the major rules. We learned how to play with the "Diablo II" module, which was prolly the wrong way. Second, I just like to "wing-it" when playing. I'm always the DM for the games and I don't like to prepare much. Sure, I whip up some character sheets, (my friends never keep tem b/c we play pretty infrequently) get some ideas, and well, wing it. This DM guide is really good. It gives you ideas for monsters, dungeons, magic items, spells, characters, NPCs, EVERYTHING. It gets really technical, and what I don't understand, I skip :D. I actually prepred a bit for an upcoming D&D campaign by bookmarking reference points to come up with things in the game. This gave me good ideas for DMing like this: Okay, picture this: You're in a terrible storm on the outskirts of a town. You need to find shelter soon. You see a small cabin and go in. A mystical woman has a deck of cards at the table she is sitting at. She draws a card for an unexcepted outcome. Will it be good or bad? It's up to me, cuz I'm the big daddy, the DM! BTW, if you don't get inspired, it makes one helluva DM cover shield.
Rating: Summary: Very Nice Review: A nicely presented book that doesn't really get bogged down at all, and has plenty of useful information in it. I am new to D&D gaming, and had little trouble reading and understanding this book.
Rating: Summary: 3e Just Gets Better and Better Review: This guide is the ultimate must-have for a 3rd Edition DM. It is amazing. It has just about everything you'd like to know about running the game.There is but one drawback I find, although it does not take away from the value of this book. Unlike the Players Handbook, which was readable in a manner that you would a novel, this book is full of tables and such, making it very difficult to see through. You'll probably only read the first six chapters, and use the rest for quick reference during play. Still, it is definitely a five-star buy.
Rating: Summary: Very disappointed Review: After the more recent editions of this book in 2nd Edition, I felt disappointed in the lack of information this book contains. There should have been more on the creation of Character and Prestige classes and the treasure tables are very scattered, the collected tables in the 2E books were far superior. However, splitting the treasure into mundane, minor, etc... is a good idea. WotC haven't spoiled the game, though they almost did with the d20 system. Thankfully, the system makes more game universal and interaction between them more possible. The chapters on running games are interesting, but only for new DMs, they are utterly wasted on experienced DMs such as myself, wasting almost half the book. Hopefully, if this is ever reprinted, it will be corrected to make it easier to use for generating treasure, I have never flicked through so many pages whilst handing out magic items before in all my 15 years of gaming.
Rating: Summary: Please! Review: Junk, enough said! This is really a joke, the worst version of D&D ive ever seen. only good thing is they got rid of THAC0 and added some ability scores that they were missing. But thats it, A waste of money in my opinion. They could have done much, much better.
Rating: Summary: Create and rule your own Universe.... It's Good to be God ! Review: Why should you trade-in your 2nd edition AD&D collection and start-over ? 1) You don't know what you are missing ! (Prestige Classes, New Races, Monsters as Races, more tables than you can imagine--for easy reference, New Spells, etc.!) 2) Three times the amount of information as 2nd ed. 3) Great illustrations (much better than the old ed.). 4) It matches the 3rd ed. Player's Handbook, etc. 5) Did I mention "Prestige Classes ?" The 3rd edition DM Guide is absolutely Amazing ! I was very impressed with the 3rd ed. Player's Handbook, but the DM Guide blew me away! Throw your old, battered notebooks in a shoe-box, because this book covers everything. This book is obviously the result of decades of "Research" and the compilation of information, tables, items, Dungeon furnishings, et al, is astounding ! The 3rd ed. is jam-packed with everything you could possibly need to get started. If the characters can think of it, you can DM it. Have Fun. It's good to be God.
Rating: Summary: D&D finally gets it right! Review: This is the best DM guide ever made for the game. They have improved all of the rules and made them EASIER TO UNDERSTAND! This is a huge leap forward in the game. Armor class, for example, begins at 10, and climbs upward with bonuses (leather armor makes you AC 12, plate mail makes you AC 17, etc.) this means that your dice roll equals your AC (You need a 17 to hit someone in platemail. If you roll a 12 and you have +5 to hit, you hit!). Also added are a lot of new rules, such as criticle hits. These vary from weapon to weapon. A spear, for example, does triple damage if you roll a natural 20. Other weapons do double damage if you roll a natural 19-20. These make the combat a lot more realistic and exciting. One change I do not like is the experience point system. The point bonus changes acording to what level your character is. If the monster is signifigantly less powerful than your character, the character earns ZERO POINTS for defeating the monster. I disagree with this rule, and will not follow it. I hated shelling out money for this new rule system, but once I began reading it I was pleasantly surprised. You will too.
Rating: Summary: Absolutely Essential for Cat-Lovers Review: The Dungeon Dragon's Guide to Dungeon Masters (Third Printing) is absolutely essential for cat-lovers. Right from the opening sentence you and your cat will be hooked.
Rating: Summary: The Best RPG Ever Review: D&D is back and it'll never go away again. I still don't understand the rules after a year and eight written and run adventures but whatever. I'm a moron I guess? 29 years old and still playing and thinking about this kind of thing. Never grow up man.
Rating: Summary: Mastering the world of Imagination Review: The Dungeon Masters Guide is one of those books that you must have to complete the Players Handbook. The book goes into further information on the game world mechanics, making NPC's, magic items, spells and prestige classes. The reason why I give this book a 4/5 is due to the fact, that the content you would need could be summed up in about 30 pages, compared to the full book content. Its a must buy because you have to have it to complete missing holes in the Players Handbook; otherwise the book would have no purpose, but it was well done in one respect for the new aged Dungeon Masters who might rely off of its generation tables.
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