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Dungeons & Dragons—4th Edition Dungeon Master's Guide Hardcover
Wizards of the Coast
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$34.95
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$31.46
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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 Master's 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.
- Core Rulebook: The Dungeon Master's Guide is the second of three core rulebooks required to play the Dungeons & Dragons Roleplaying Game.
- Quick and easy play: The improved page layout and presentation enables novice and established players to learn and understand the new D&D rules quickly.
- D&D Insider: The Dungeon Master's Guide will receive enhanced online support at www.dndinsider.com.
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Product Reviews
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This DMG is a complete waste of time. The advice is partisan, so focused on a single, biased definition of what "Fun" (tm) is and is not, that the whole thing ends up being more about building walls, not bridges, for DMs to overcome in order to get what they really want out of this game.
When they do, there is still the second surprise: the fact that 4e mechanics cater in fact to this single type of "Fun" (tm), a very narrow, gamist definition of what D&D is and isn't that is sure to disappoint the passionate hobbyist who loves the tradition of the game sooner rather than later.
A piece of crap that is not even worth selling on eBay. The authors should be ashamed.
I know they say the younger generation has become dumbed down zombies...... but hey come on.... adults might still want to play D&D.
All this edition needed to be a complete farce would be collectable power-ups and a gizmo for making whacky noises as you use your super powers on each other.........Zap, Ker-pow and whub-whub-whub.
This is not an RPG by a long way....... sad....
I currently have no intention of buying the rest of the 4th Edition books, or playing in a 4th Edition campaign. But there's a lot of experience behind the DMing advice in this book. (For example, Bruce Cordell gives advice on pg 32 about when it's useful to bend some rules when demonstrating or teaching the game.)
Nic Logue strongly recommended this book, and his judgement was spot-on. Reading through this book has made me a better 3.5 Dungeon Master.
Really great DMing and encounter building advice. Actually focused on running a good game. The main problems? Half-finished skill challenge rules and lackluster physical quality. Still, probably my favorite DMG so far.
As far as 4e core products go this book is the best which still isn't saying much to be honest. It is decently laid out and illustrated. Has some useful information in it in a fairly clear and concise manner.. It would earn another star from me if it wasn't a fourth edition product.
The 4th Edition Dungeon Master's Guide provides countless pages of advice for DMs both new and old. The game really is evolving, and the 4th edition DMG is quite an engaging read, even if you aren't playing Dungeons and Dragons 4th edition.
Thank you Wizards! I tip my hat to you and your spectacular new edition of the world's greatest roleplaying game.
Overall, the Dungeon Master's Guide presents some good advice for running the game, both mechanistically and even from the role-playing point of view despite the evident obsession with the mechanical encounter rules and no advice on running a more free-format game true to the intent, rather than the letter, of the game mechanics. I also miss the more analytical approach to rules design in previous versions. But it's a sound basis on which to build your own DMing style and methods, a coherent ruleset with good balance.
Probably worth 3.5 stars rather than 4, it so easily could have been completely fantastic with a different underlying philosophy: roleplay rather than mechanical. Think I'll stick to Pathfinder...
Read the full review at http://www.rpg-resource.org.uk/index.php?article=3504&visual=4
OK....... I really REALLY REALLY wanted to love this game. To be honest I've been a sucker for every incarnation of DnD that's come out. I liked all of em in their own way. I prebought this one and every 'pre-book' they've put out... We were all so eager for this new incarnation. It read so well. I can't believe this, but this game has actually managed to depress me!! I HAVE played it. Just spent three hours playing, in fact.
When we finished the party reported that they had the distinct feeling that we had just played a board game version of WOW. Now we all LOVE WOW in our gaming group.. but that's NOT what we sat down to play around a table. We saw nothing 'quick' or 'streamlined' about the gaming experience. We moved pieces around a board adhereing to movement rules and 'squares' for this and that in a fashion that reminded me way too much of the old 'Heroes Quest', albeit a complicated version! Were the game mechanics good? Yes. Why did I give it a 'one star'? Because whilst the game is a good miniature warfare game it seemed to rob the flavor of DnD. The character creation was extrememly confined and the selections were limited. Gone was the ability to customize your character to the point that you actually felt like you had something unique. You will feel as if WOC is controlling the direction your character takes. The game DEMANDED a board and game pieces.. I've always felt that DnD's flavor relied on the 'minds eye', which is so much more colorful in my head than staring at plastic pieces on a piece of cardboard. I do realize that the 'original' DnD was just that, a wargame with a fantasy element. But I feel it evolved into so much more... I guess we've 'returned to our roots'... so why do I feel like we climbed back into the primordial ooze?!
The DMG once again proves to be one of the most informative products for DMs. Light on rules, it's full of good advice to help DMs make their worlds a more interesting place to play in.
It really needs better rules for skill challenges, and there's no advice at all on how to handle the final quest for 30th level characters.
I have been playing DND since good ole first edition and every one since up to and including 3.5...so there was some excitement about the new system. In terms of pure roleplaying this new edition was going to either rock or blow chunks as it was quite different. I am reviewing the system in the terms of the roleplaying aspect(What DND is supposed to be) and not as any other game type. The end result....yup you guessed it...a huge step backwards.
Gone is the incredible detail of characters that is the trademark of DND and in place is now AT WILL POWERS...or more simply...DND for Dummies. The true flavor of being a character is gone and now there are powers that remind you of playing a video game or an even better comparison...a Miniatures game! The Monster Manual shows the creature(The artwork is the one huge plus in this edition, but I dont buy games just for art) and the stats...which have symbols....very much like the minis game. The feel is hack and slash and the idea that you add half your level to attack...crazy no matter the class. I do like that there are 30 levels now, but to break them up into 3 tiers...no need.
All in all our gaming group is staying with 3.5 and we will be fine with that...sad really....this is the first DND system we will not switch to. Different can be good, not just this edition. Too bad WOC listened to the online gamers instead of the true source of money (The Pure PRGers).
As a side note, If I were going to rate this system as part of a minis game (war-gaming)with the touch of roleplaying thrown on top of it....I think it is quite good. Similar to Battletech minis and adding the Mechwarrior RPG on top of it. It is simple and has clear and limited choices for advancement...all good for minis games....not RPGs.
Any hope of a real RPG...say 4.5?
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Dungeons & Dragons—4th Edition Dungeon Master's Guide Hardcover!
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