| RPG
Reviews |
| Product |
| Dungeon
Master's Guide V. 3.5 |
| Content |
| |
| Book
& Game Review |
| Wizards
of the Coast has revised the Dungeons and Dragons 3rd edition
DM's Guide in the July 2003 release of V. 3.5. Come take
a look at the Dungeon Master's Guide Core Rulebook II.
|
I'm
afraid I have a confession to make. I did not own a copy
of DD3 Dungeon Master's Guide. When the revision put all
the relevant player rules into the player's handbook, I
didn't think I needed it (especially since cash was tight
at the time). Sure I looked up magic items from other people's
books at conventions, but I never really took a look at
it. I didn't see the need. |
So,
when it came time for me to review the new version, it
was interesting for me to see how much is actually put
into DMG V. 3.5. Although nothing in here is required to
play the game, there are many hints as to how to run a
game, how to construct and keep an adventure running, and
how to work with characters. |
The
DMG is very well organized in terms of the questions that
a DM might ask herself as she gets started. It starts by
defining a game and dungeon master in chapter 1, goes through
some basic handling of the rules in chapter 2, and then
advances into the material that should really be in a Dungeon
Master's Handbook: How to design an adventure, how to flush
out NPCs, and how to establish a consistent campaign. All
of this includes examples of how to use Dungeons and Dragons,
but more than half of it could be applied to any game or
campaign. |
The book
continues with material completely specific to Dungeons and
Dragons explaining how to modify races and classes and how
to use prestige classes (introduced in versio 3.0 as advanced
characters and expanded on herein) and then follows with
what I ever really used the DMs guide for when I wasn't running:
treasure and magic items. |
The listing
of items has itself been revamped to include new consistent
values for the items and to indicate what spells and levels
would be needed to create such items. Abilities of any items
is clearly delineated and descriptions are easy to understand. |
The
book ends with a glossary that defines many D&D specific
terms and indicates how characters can interact with creatures
that have differing abilities (defined within glossary).
The glossary is followed by a set of pages designed to
be
used with a dungeon grid showing the radius effects of
various spells, space and reach for different-sized creatures,
and
finally, photo copyable dungeon tiles to present your players
with an overhead visual of the scene within which they
find themselves. |
| Conclusion |
Overall,
I am impressed by the sheer amount of information found
within the DMs guide. It's a significant improvement over
my last copy (version 2) and according to Wizard's of the
Coast, there have been a number of improvements from version
3. I would recommend the Dungeon Master's Guide to anybody
running a campaign, and I would suggest that a gaming group
should have at least one copy for public use at their sessions.
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