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World Famous Comics: Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
By: Wizards RPG Team
Publisher: Wizards of the Coast
Average Rating:3.00 out of 5.00 stars
Binding: Hardcover
Label: Wizards of the Coast
Number of Items: 1
Number of Pages: 224
Publication Date: June 06, 2008
Release Date: June 06, 2008

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Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
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Editorial Comments

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.


Customer Reviews
Average Rating:3.00 out of 5.00 stars

3 out of 5 starsuseful but lackluster
This 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.



5 out of 5 starsGreatly Improved My Game
I 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 advice to make the game work for everyone.

There is a section on the different archetypes of players and what their strengths, needs, and motivations are. I swear in my group I have one of each, and could never quite figure out how to deal with that. The DMG didn't pass judgment and say my power gamer was bad and how to force him to be more like my storyteller, it gave tips on keeping everyone happy but keeping them from stepping on each other's toes.

The encounter design section not only talks about how to make balanced encounters, but also how to make them interesting. There are ideas about terrain, monster roles, and hazards that help a lot. Last night, an encounter I previously would have done as "3 goblins pop out from behind a tree and whack you with swords" turned into a flaming arrow whizzing past them, setting trees behind them on fire and scaring their horses tied to the trees. They look up in time to see another flaming arrow coming from a single but powerful-looking hobgoblin sniper high in another stand of trees, and the arrow promptly sets one of the party members on fire. The melee fighters ended up trying to chop down the tree he was in, which I didn't expect, but I figured it's a large wooden object and quickly flipped to a page in the DMG that told me about how difficult it should be. A lot of advice scattered throughout the book combined to make it a much more interesting encounter than I previously would have done.

There are also sections on improvisation and what to do about actions the rules don't cover. A lot of people have complained about the lack of specific rules for things like craft and trapmaking, but I found I preferred using the general guidelines laid out in the book. There were less rules for me to keep track of, it sped up the game by not having to look up obscure rules all the time, but it was still easy to scale the difficulty as appropriate.

The one thing I dislike about the book is the huge number of mechanical mistakes. Almost all of these have been fixed in an errata which is freely downloadable from the website, but it is still annoying to have to consult the errata when something doesn't seem right.



1 out of 5 starsD &D is DEAD
I 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 want to play but if you are looking for an intense good old fashioned role playing session with a group of your friends this new version is not for you unless you are under 12. If you are an experienced role player I would suggest that you save your money and stick to 3.5 there should be a lot of second hand material for that around and several other good companies are still supporting it like Necromancer Games. I wish those people bought Dungeons and Dragons as they know what D&D should feel like. Also look for the games put out by pazzio publishing the company that used to put out the Dragon and Dungeon. In short if you are a veteran of the Dungeons and Dragons and enjoyed the old game save your money or better yet spend it elsceware there are a lot of fine games out there unfortunately this company is no longer make such products.



5 out of 5 starsWoW without the PC
I 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 played.



3 out of 5 starsAn interesting amalgam of DMG1 & DMG2 from D&D 3.5
The 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 items. Now that those are in the PHB, what we're left with is a book that feels like a training manual for new DM's, that has just enough information to keep many veterans from leaving it on the shelf. If you've been a DM in the past, this book isn't all that necessary. I counted maybe 60 of the 224 pages that were geared toward the experienced DM. Chapters 3, 4 and 10, plus a smattering of other pages, are all really felt I needed. The rest is geared toward newcomers.

This DMG is therefore a double edged sword that perhaps should have been split into two books: one for the veterans that's filled with charts and tables, and another for the newcomer who needs guidance before jumping in. Instead, we have one book that wants to be both. And as both, it does and OK job; just not a great one.


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