Dungeons & Dragons—4th Edition: Dungeon Master's Guide Hardcover (based on
16
reviews)
Wizards of the Coast
List Price:
$34.95
Our
Price:
$31.46
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.
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.
This latest DMG should prove highly useful to DMs of all calibers. It has a great lay-out that makes it easy to digest and use effectively. Several chapters on group dynamics and a solid starting adventure number among its interesting new points. My only criticisms amount to minor nitpicking and I highly recommend this book to veterans and rookies alike.
I may be a bit biased, being a relatively new GM and all, but this is the greatest DMG since Gary Gygax penned the first one (and yes I have read it despite being a n00b). Now that the magic items have been moved to the PHB, this book has practical advice for running a game, from dealing with different players, to making your own adventures.
Creating encounters is now easier, as is tweaking monsters, leaving more time to write the story for your adventure. The skill challenges are a great idea that encourages roleplaying. In fact anyone who thinks 4th ed. discourages roleplaying needs to read this book.
While not necessary to play the game (in fact if you don't plan on ever running a game I can't recommend it), it is a great book which all DM's, both old and new, will learn something.