Rating: Summary: A novice but this book helped A LOT. Review: I aint gonna lie, i never played DnD before i bought these books (actually a little with the 2E beginners set :) ), but after reading the 3e PH and DMG cover-to-cover i realized that this game has a lot to offer. I got a better understanding on how to make my world (as a DM) the ultimate. Even though my brother and my friends perfer the hack/slash style, i still make them roleplay a little.
Rating: Summary: Why the 3rd editon Dungeon Master's Guide rocks Review: This book is an excellent source for any DMs. If you're curious how to assign challenge ratings, make great dungeons full of cunning traps, or just plain put some good old Blackroot Poison into your characters' lives, then pick up this book and flip through its beautifully illustrated pages until you've found an answer. Perhaps I dare extrapolate a tad. This book is a veritable world of technically boundless inspiration. In normal terms, it's a dang good book. That is all. Thank you.
Rating: Summary: Excellent! Review: Harkens back to the day of the 1st Ed. DMG. Far better than it's 2nd counterpart. If you are a DM in the new 3rd Edition game then you need this book.
Rating: Summary: Some good rules; some holes; missing a few things though Review: For new players this might seem like the best thing ever. I have to admit I had some reservations about going from 2E to 3E with my players but they were all dying for it so away we go!I suspect this review will be of more use to veteran types than novice types, as the latter have no comparison, but here goes: THINGS I LIKE ABOUT THE 3E DMG (1) WORLD BUILDING: the 2E DMG didn't have this aspect in it. You had to get one of the supplementary sources to figure out all the things that are now in 3E. Good step. Howeer, let me point out that 1E had the best context and advice for building a world. I would say that if you want advanced techniques for world building to seek out that DMG as well as the 2E CAMPAIGN SOURCEBOOK. (2) NPC CLASSES: it was always a hassle trying to make the queen tough enough to not be killed by one sword blow. To do that, you had to make her into a class and most of the classes didn't make much sense for someone who never got out and was in court. Now, there are artisan classes, like a 20th lvl blacksmith, and the aristocrat. It includes usual skills and such as well as the die to use. Great idea. Now, I don't have to make the court queen a 15th lvl thief to keep her alive. (3) PRESTIGE CLASSES: a cool idea. These are organizations of very tough or unique people who have special powers. BTW, for you 1E players, the assassin is now a prestige class. Glad they brought it back. (4) RUNNING THE GAME: again, this wasn't in the 2E DMG; it was in the sources mentioned above but overall, this is great for new DMs. The book helps you describe events like one of story rather than just numbers. (5) ENERGY DRAINS: PCs now get saves against undead hits. That was always a bummer to PCs in previous editions. (6) COOLER PICTURES (7) NEW MAGIC ITEMS: not seen in the usual 2E books; (8) WAYS TO TONE DOWN DEMIHUMANS FROM BEING ANY CLASS: if you're a 1E and 2E purist like me. (9) DC EXAMPLES: very helpful if you need a quick number for skill check. (10) RESULTS OF HAZARDS: better details than in 2E; had to get this from supplements or make it up. WHAT I DO NOT LIKE ABOUT THE 3E DMG (1) MAGIC ITEM PROTECTION CROSSOVER: in the 1E and 2E rules, you couldn't combine magical armor and magical rings. No longer true. Now, you can wear both which can upset game balance potentially. Still exploring this issue. (2) XP FOR MONSTERS: you can go up a level for every 2 sessions if you kill enough things. To those who want to give out xp for RPGing and other matters, I suggest you use the optional rule that tones down all monster xp by half. (3) PRESTIGE CLASSES: it should be a lot harder to get into these since they're so powerful. Otherwise, wouldn't everyone do it? (4) TRAINING FOR XP: I know this isn't popular with some people but I find it hard to believe you shoot up a level just b/c you got 100 xp for killing that creature. If I want to teach myself tennis, it's true that I can do it to some extent by watching others and emulating them. But, at the same time, there are certain bad habits I pick up that will have to be unlearned and spotted by a good instructor. I know lots of people who play tennis with weak backhands and try to play around it. Works well with other people who have such weaknesses but you get killed against other players who slam the ball down to your backhand all the time. (5) CRITICALS: in the old rules, only the die was doubled or tripled and then the bonuses were added. Now, you total all the bonuses and double or triple it. Personally, I think that has the potential to kill a lot of PCs but my players want to play with it so they'll regret it soon enough. :) (6) OVERLAND TRAVEL: this isn't listed as it was in the 2E DMG. From it, you could figure out how long it took to get to certain places. Important during downtime especially when PCS are going all over the place. (7) SPELL COSTS: 2E listed some popular spell prices; not in 3E; bit of a turn off. (8) LESS INFO ON HIRELING COSTS AND SUCH: more details in 2E if you wanted to hire people for your castle or get soldiers; (9) NO TERRAIN COMBAT DETAILS: the 2E has more info on underwater and aerial adventures if that floats your boat. (10) EQUIPMENT LIMITATIONS BY MEDIEVAL DATE PERIOD: in 2E, certain things didn't exist if you based it on Historical models. This was for a good reason. For instance, plate armor probably wouldn't be around if you wanted to run a dark ages campaign and, if it was, then you would have some really powerful people around who would be harder to hit. (11) SOME MAGIC ITEMS MISSING: in 2E, there were a lot more. Not in 3E but maybe the missing ones will come out in a supplement. (12) LACKING IN NEGOTIATION AND ROLEPLAYING: this really isn't a problem with 3E but D&D overall. When I was younger, hack and slash was the way to go with a few puzzles and tricks. But, that got old and broke up our group for a while. When we came back, I kept those elements but factored in more of a mulitilayered plot story with context, History and more roleplaying. (13) SOME GREAT MATERIAL LOST: RAVENLOFT belongs to WHITE WOLF now; couldn't handle the extra work or cutting back? Also, unknown of PLANESCAPE and several other realms that may no longer be used in 3E. Big bummer as many of them were good. I especially liked PLANESCAPE even though my campaign wasn't in PLANESCAPE. Anyway, my advice to old and new RPGers is to consider some points I rised. It's a lot easier to change things now then later when players are used to certain rules. Whatever the case, some things are good and some are not in my opinion. To the more seasoned people, hope this helped some. :)
Rating: Summary: When you thought it wouldn't work... Review: Back in the middle 70's we found these three little white books... Melee, Blackmoor and Chainmail... who knew it would get so big?!?! The latest installment of Dungeons and Dragons... wow... I had no idea. I frankly (as an old fogey and grumpy-old-codger©) I had no intention to give my money to the people that brought the world Magic: The Addiction... Boy was I wrong. The 3rd edition rules keep all of the traditions and conventions of the original system and streamline them into an amazing and completely playable game. The graphics are exciting and gorgeous to look at and the prose is... not too bad really. The New DM's Guide is full of Options and opportunities. The best part is that it delivers on so many of the things the 1980 edition of the DMG promised and later editions ignored: Coherent Rules for PC Monsters High tech weapons from Matchlocks to Laser-rifles Spell creation systems with plausible formulae Treasure tables with Balance An Experience system that allows you to gauge EVERY encounter Levels for NPCs... yes... you can have a 20th level stonemason... If you WERE a fan... become one again... if you are a gamer that has never experienced the Grandfather of gaming... have a look, cause th old man has been working out.
Rating: Summary: I was wrong to think that you couldn't make D&D better Review: To be short and sweet, it is an easier way to play the D&D us old, die-hard fans have loved ... and longed for again. Buy the player's handbook first, this one second.
Rating: Summary: Great book Review: I'm only 11, but I still have started my own group (I'm the DM) and this book has been a lot of help. It devotes an entire chapter to building your own world (which I have done) and most of another to awarding experience. This book is an absolute requirement for any DM.
Rating: Summary: Its a hard job, this book help get that job done Review: No, this isn't some kind wounder book that will do your homework, but it will make being a Dungeon master easyer. This book is very helpful with it's charts, tables, and pictures. I have been with out any one to hang out with and this book has helped me to find friends. This book along with the player's hand book will help any one interested in playing get a game of Dungeons and dragons off the ground. With out this book a Dungeon master would be lost.
Rating: Summary: OOOooOOooooOOO, 3rd Edition time Review: Me and my friends are new D&D players, and we got the whole set of 3rd Edition books (Player's Guide, Monster Manual, DM Guide). Since I am the DM, everytime we play, they hand me the book. I often flip open the book on a specific section if I'm not sure on something, and that's helpful enough for me. If your not a new DM, and VERY VERY seasoned, I think there still might be some nice content in it for you to check out. Spending money to just check out some notes is a bad idea though. Check out your friend's copy. If your planning to be a long-term DM for 3rd edition, getting this book isn't too bad of an idea. It has many helpful things inside, plus a whole lot of rules.
Rating: Summary: Where's the beef? Review: Wow, what a difference from the Player's Handbook... This book more than any of it's predecessors lives up to it's title; it is a Guide, and nothing more. For those, like myself, expecting vital information for running a game, you're in for a disappointment. There is some valuable information here, but shockingly little. The vast majority of this book contains tips and suggestions for new Dungeon Masters (like 9 pages of pictures and definitions for items like doors!), and the few remaining bits could easily have been included elsewhere. Rules for skill checks, for instance, not only could have been included in the Player's Handbook, they SHOULD have been there. If you're new to the game, by all means, pick this up, but if you've played before, don't waste your time or money.
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