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by: Wizards RPG Team List Price: $34.95 Amazon.com's Price: $23.07 You Save: $11.88 (34%)Prices subject to change. Availability: Usually ships in 24 hours
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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 Related Items:
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: - useful but lacklusterThis DMG is a decent read and somewhat interesting. I have allot respect for James Wyatt however find this edition to be pretty much a snore. It has a lot of good points to consider when running a 4.0 game, however its more of a book of systems to keep a game on track rather than a cool guide for bringing your world to life. Rating: - Greatly Improved My GameI had been running a game for about a year when I picked up the 4th Edition Dungeon Master's Guide. I have to say, it improved my game tremendously, and I highly recommend it, especially to relatively new dungeon masters. Here's why. The book provided the guidance I needed without getting in my way. No assumptions were made about my DMing style, or the style and motivations of my players. Instead, the authors recognized D&D as a flexible game played by very diverse people, and provided ... Read More Rating: - D &D is DEADI have been playing Dungeons and Dragons since the first boxed set and I have looked forward to each new version and this is no exception. Each new version has tried to improve on the core Dungeon and Dragon experience until now. This new version is not really a new version but an entirely new game with very little of the flavor or magic feeling of the original. Now it feels more like a version of WOW or another of the online games. I am not knocking the online games they can be great if that is what you ... Read More 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 has never ... 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 the magic ... Read More In association with Amazon.com | |