|
| Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition | 
enlarge | Author: Wizards Rpg Team Brand: Wizards of the Coast Category: Book
List Price: $34.95 Buy New: $18.40 You Save: $16.55 (47%)
New (45) Used (8) from $17.49
Avg. Customer Rating: 53 reviews Sales Rank: 13439
Media: Hardcover Edition: 4th Number Of Items: 1 Pages: 224 Shipping Weight (lbs): 2 Dimensions (in): 11 x 8.5 x 0.6
ISBN: 0786948809 Dewey Decimal Number: 793 EAN: 9780786948802 ASIN: 0786948809
Publication Date: June 6, 2008 Availability: Usually ships in 1-2 business days Condition: Brand New! Save 30 - 50% off of retail prices on our wide selection of comic book graphic novels, manga and anime, role playing games, DVDS, Osprey military history books, and more!
|
| Similar Items:
|
| Editorial Reviews:
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: Read 48 more reviews...
A volume of what you need, rather than what you'd expect June 8, 2008 47 out of 55 found this review helpful
This would be the third major re-imagining of the DMG I've experienced and this time WotC has very nearly made the book I wished I'd read before I first became a DM.
The fact that I've DM'ed for decades doesn't diminish the enjoyment of this version, either.
As with 3rd edition - A sizable amount of the book is devoted to telling DMs what to expect and what is expected of them. It boils down gamers and gaming sessions to a degree that more thematically-minded players might find offensive.
Seeing the framework of an encounter spelled out in stark language (e.g. "Wolf Pack-Hard: 6 skirmishers of level n+2") or having player archetypes defined (e.g. "The Actor: Be sure the Actor Doesn't Bore the other players by talking to everyone and everything [or] Justify disruptive actions as being 'in character'") might ruffle a few feathers.
There will likely be (yet another round of) accusations of WotC playing to the number-crunching wing of the gaming community.
Here's the thing:
Boiling the game down to its essential components is not limiting - it is instructive. Seeing the numeric skeleton of a gaming session does not mean that players will feel less inclined to flesh it out. I'd argue they'd have a better understanding of what they were doing when did so. Broad brush gamers are still free to ditch the lot and just improvise.
In the big picture - the advice section is not essential content for seasoned DMs, but it's not throwaway material either. The troubleshooting section is a great collection of things I've learned the hard way. It's gratifying to see those lessons in print (obviously, I'm not the only one who keeps making some of those mistakes).
For the number crunchers there are solid attempts at rules for disease and poison. In 3.0/3.5, they were two laughably inept concepts. In this version they might remain viable threats to upper level characters. (Does anyone in 3.5 have disease play a regular role in their campaigns? There's Lycanthropy and Mummy Rot - and a short list of things that aren't worth using once PCs are level 5).
This time around, diseases and poisons are scaled to the same levels of PCs (witness the Slimy Doom - a Level 23 Disease: Attack +26 vs Fortitude). That's an extreme example - but at least there's some chance it will get noticed by a mid-level character. Poison scales up - but the only way to scale truly fatal toxins away from low level PCs appears to be by price (Pit Toxin, Level 25 Poison costs 156,250 gp. Don't freak out, though the game economy has been re-imagined - so a +6 Holy Avenger now costs over 3 million).
Traps have been given a similar re-imagining, so there is the possibility that traps can matter above 10th level. It's still unclear to me if 4th edition rogues will be the chosen way to negate them (again, how often does any 15th level rogue in 3.5 roll to disarm a trap?).
I was very impressed with the skill challenge rules. Rather than a simple up-or-down roll on something that matters, the entire party can be involved in attempting to net a given number of successes as a group. The bonus is, they must achieve the right number of successes BEFORE they fail a set number of times (e.g. make 6 successes before accumulating 4 failures).
This makes big non-combat rolls less anti-climactic - and allows a challenge to involve the whole party. For example, say the whole party needs to "work the crowd" at a market to get information in a hurry. Everyone rolls and hopes that their tactless fighter doesn't sink their chances. This is a good game mechanic. I wish I'd thought of it.
There are extensive sections on balancing XP rewards, creating settings and encounters (complete with examples) as well as rules for creating custom monsters. 3.0/3.5 came with guidelines for PC treasure by level, and this book has them as well.
What you will *not* find in this volume:
Rules for making custom magic items. Having thrown the door wide open in 3.0/3.5, it looks like the 4th ed is pushing it shut. This is a great shame, as players who enjoyed that freedom *will* miss it. While I would expect that these rules will appear in a future supplement - they belong in a core rulebook.
The paradigm shift that began in 3.0 (from "DM has all the secrets," to DM/player collaboration) has resulted in the PHB getting fatter and the DMG getting thinner. 4th edition has continued this, moving magic items into the PHB so that the bulk of this book is adventure-building advice.
It makes the DMG less of a reference book that you use in each session. Now, it's more of a book that you use when you prepare - but don't actually take to the session.
This is not a bad thing - but fans of the old paradigm may think so.
A huge leap backwards for true role playing June 6, 2008 35 out of 80 found this review helpful
I have been playing DND since good ole first edition and every one since up to nad 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 breadk 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 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.
Any hope of a real RPG...say 4.5?
Just say no June 14, 2008 27 out of 44 found this review helpful
OK....... I really REALLY REALLY wanted to love this game. To be honest I've been a sucker for every incarnation of DnD that's come out. I liked all of em in their own way. I prebought this one and every 'pre-book' they've put out... We were all so eager for this new incarnation. It read so well. I can't believe this, but this game has actually managed to depress me!! I HAVE played it. Just spent three hours playing, in fact.
When we finished the party reported that they had the distinct feeling that we had just played a board game version of WOW. Now we all LOVE WOW in our gaming group.. but that's NOT what we sat down to play around a table. We saw nothing 'quick' or 'streamlined' about the gaming experience. We moved pieces around a board adhereing to movement rules and 'squares' for this and that in a fashion that reminded me way too much of the old 'Heroes Quest', albeit a complicated version! Were the game mechanics good? Yes. Why did I give it a 'one star'? Because whilst the game is a good miniature warfare game it seemed to rob the flavor of DnD. The character creation was extrememly confined and the selections were limited. Gone was the ability to customize your character to the point that you actually felt like you had something unique. You will feel as if WOC is controlling the direction your character takes. The game DEMANDED a board and game pieces.. I've always felt that DnD's flavor relied on the 'minds eye', which is so much more colorful in my head than staring at plastic pieces on a piece of cardboard. I do realize that the 'original' DnD was just that, a wargame with a fantasy element. But I feel it evolved into so much more... I guess we've 'returned to our roots'... so why do I feel like we climbed back into the primordial ooze?!
A great deal of the time the magic users felt like they were 'hitting the hot button key'. They had one or two actions that they relied on every round to cause the maximum amount of damage. No inovation or imagination. Everything was geared towards 'how does this directly effect combat'.
The DM's guide isn't that bad. Reminds me a LOT of the first edition book. Information on how to be an effective dm, traps, dungeons, and artifacts. Not what 'thirders' would expect, but not bad.
The Monster Manual is awful. A third of the pictures are just rehashed from all the previous Monster Manuals. The book is concerned with stats so you can play your miniature game effectively. Again.... great if your into miniature gaming. The ecology and culture information is virtually non-existant. Make all the arguments you want about this now being in the pervue of the DM.. the honest answer is that WOC is being lazy. You have a vast variety of stats to place against your carefully created stats, but very little flavor to guide you in roleplaying the encounters.
I have read that the streamlined combat will enhance the rolplaying as you'll have more time available.... that was really exciting.. too bad this wasn't the case. Going to miniatures and a combat board, whilst carefully figuring out where your party and the encounter is, everytime combat arose was time consuming. You'll also notice that you'll have to change the map everytime, of course, which is also time consuming.
If you LOVE miniature wargaming. If Warhammer is something you daydream about.... this is the game for you! As a miniature game experience it ranks a three or four...
If you love games that take place in your head fired by limitless imagination then your probably going to be disappointed.
I really feel like power gamers are going to LOVE this game and probably flame me for my remarks. The game is geared towards being 'godlike'. I'm not knocking this. If you love powergaming and twinking then this is DEFFINITLEY the game for you. To each his or her own. You should buy it immediately... and keep DnD fiscally sound enough to perhaps manage an inevitable rewrite that might restore my faith.
Ironically I'll be keeping my set... I think it'll make a great board game for those rare nights when I just wanna run through dungeons killings things and working off frustrations. According to the DMG I don't even need a DM to do this..... Sound like any RPG you ever heard of???? No story teller... no RPG. Just another board wargame.. albeit a pretty good one.
Good day!
Knee-jerk reactions are wrong June 7, 2008 25 out of 51 found this review helpful
So far as I can tell, many of the reviewer's reactions here are based on what they've heard- not what they have experienced. I've been playing DnD for a while and I remember this same EXACT reaction from people when 3.0 was released. What happened? the D20 system went on to become predominant within the realm of pen & paper RPGs, and completely replaced the inferior 2nd edition ruleset.
Here's a suggestion: Read the books, play the game, THEN write a review instead of crying about something you haven't yet tried yourself.
I just got done reading the new DMG (cover to cover) and I'm quite impressed with it. Both with the presentation of the information and the depth of material covered. It's a vast improvement from 3.5, which 30% of was devoted to magic items. The majority of the magic items have been moved to the Players Handbook and the new focus is on simply how to run a fun game.
A Step Backwards June 6, 2008 23 out of 59 found this review helpful
not exactly the next step in the evolution of the game. touted as a "steamlined" and "improved" re-imagining of the classic game that has been around in several incarnations over the past 30-some-odd-years; what it truly amounts to is an advanced tactical board game.
much of what made the game great is stripped away in an effort to emulate mmo (massive multiplayer online) games like world of warcraft; intentionally dumbing down the game in an effort to market it to a wider demographic. elements of game play that focused on actual role-play and story telling are minimized in favor of combat.
instead of taking what was good in both types of games and creating a higher, more elegant game that becomes greater than the sum of its parts, it instead is a souped up throwback to the chainmal days of d&d with mmo hidebound adhearance to mmo sensabilities.
while i can appreciate that hasbro may have had the best of intentions in crafting this version of the game, it fails in the eyes of this and many other fans who have played for so many years. it plays more like other sword & sorcery genre board games (descent, runebound, world of warcraft), and may in fact be the best and finest board game in the genre. but, sadly, it is no true rpg and those who seek that out in this game will be sorely disatisfied.
|
|
| Powered by Associate-O-Matic
| |