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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
 

Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Studio : Wizards of the Coast
by Wizards of the Coast
Brand : Wizards of the Coast
Release Date : 2003-07-01
Publisher : Wizards of the Coast
Released : 2003-07-18
Availability : Usually ships in 1-2 business days
Number of Items : 1
EAN : 9780786928897
Avg. Customer Rating:(based on 49 reviews)

List Price : $29.95
Our Price : $18.25


Editorial Reviews for  'Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)'
 
Product Description
Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game.

The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in D&D miniatures line.
 
Customer Reviews for  'Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)'
 
Must Have Core Rulebook
This is one of the three Core Rulebooks in D&D so is necessary for one person in your group to have one (The more the better though). You'll need this book for the basics on Prestige classes, Magic Items, and all the Rewards tables (Treasure and Experience).

Essential to D&D. Need to own.

Also, 4e sucks.
That is all
 
Dugeon master
The drawings are a little cartoonish...but still a great book. Now I just have to find some Die Hard D&D players.
 
The best of the 3.5 updates
Of the three core rulebooks to receive an update in 2003, the Dungeon Master's Guide serves as the best argument that the 3rd edition needed a revision. The original guide, while containing some useful DMing advice, was poorly laid out and contained very little useful information to people who had experienced role-playing games before (and, for that matter, not enough useful information to people who hadn't). This revision, while far from perfect, is a definite upgrade from the original. The layout is more coherent, the chapter on world-building is specifically quite useful, and a number of useful variant and expanded rules are scattered throughout the book. Here you'll find details of other planes of existence, of new magic items, and of rules for epic-level characters, just for starters. Additionally, there's plenty of good advice for novice and experienced DMs alike, as well as a number of side bars that not only explain why a certain rule is written the way it is, but variants to expand the game beyond its core confines.

Not all of the book is a welcome update, however. The epic-level rules are very limited, and require the use of the Epic Level Handbook to really be useful. The NPCs section has become more generic and therefore less useful to someone who needs a quick character on the fly. Finally, while the manifold of character options discussed are useful, most of the prestige classes that have been added in the revision are dull a flavorless, mostly serving only as a poor fix to the multiclassing rules. In the case of the epic rules and prestige classes, it's a no-harm, no-foul situation; those rules weren't in the original version, and therefore are by default an added perk of the revision. In the case of the NPCs section, the revision actually made things worse, not better.

Nonetheless, the 3.5 revision of the Dungeon Master's Guide makes this version of the guide the best one that we've seen in almost 30 years. Barring the original DM's Guide by Gary Gygax, which is famous as a role-playing bible regardless of the actual edition played, this version of the book provides the most comprehensive breakdown of what it means to be a Dungeon Master and how you can improve your games for everyone. Even if you still hold a grudge against Wizards of the Coast for their poor decision to revise the rules so quickly after the release of a new edition, this version of the Dungeon Master's Guide is such an improvement over the last that it is worth a look.
 
Help the Dungeon Master! Please!
This is a great supplement for the DM. It gives you loads of great information in a clear manner. I really like the way this book is organised, it is quite intuitive. The re-vamp of Magic Items is a great improvement, as well as the introduction of Prestige Classes. My group LOVES prestige classes, maybe a little too much!

Overall if you want to introduce you group to the wonderful world of D&D 3.5 pick up this book plus the Player's Handbook 3.5 and you will find them both clear and easy to read.
 
EXCELLENT SERVICE!!!
Everything was here faster than all other orders and in great shape!!!
 
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