Title | : | Dungeon Master's Guide (Dungeons \u0026 Dragons Edition 3.5) |
Author | : | |
Rating | : | |
ISBN | : | 0786928891 |
ISBN-10 | : | 9780786928897 |
Language | : | English |
Format Type | : | Hardcover |
Number of Pages | : | 320 |
Publication | : | First published January 1, 2000 |
Create detailed worlds and dynamic adventures. Run game, non-player characters, magic items (including intelligent and cursed items, and artifacts), dictionary of special abilities, item pricing, and more.
Dungeon Master's Guide (Dungeons \u0026 Dragons Edition 3.5) Reviews
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I registered a book at BookCrossing.com!
http://www.BookCrossing.com/journal/14313273 -
I finished reading the Dungeon's Master Manual for D&D e3.5 recently. In addition for its stated purpose, the game itself, I find it is also tremendously helpful in for novel writing as well. For me, at least, it does double duty as one of those how-to-write books. It is particularly useful because D&D is the root of my favored genre.
It has extended lessons and quick tips for writing plots and handling multiple characters. It has numerous plot prompts and story hooks, as well as means for investing both characters and players (or in my case, readers) into the adventure. It covers both long-term arc plotting as well as improvisation. There's lots of help for quickly creating NPCs. It even has rules for things like daily weather, which I tend to forget to include. These rules inspired me to create my own system so that I remember to include these little, background, things. This alone does wonders for setting and scene.
Just the initial distinction of adventure is a big help. There is the "kick in the door" style of starting at the dungeon and fighting everything inside, or the more ease-into-adventure that has more role-playing and narrative. That is the primary distinction between Journey To Chaos and my next flagship series, currently untitled.
Journey To Chaos starts with Eric and establishes his character, his conflict, etc. before there is any action. My next protagonist will be introduced beating the shit out of enemies. Currently, (first draft material) she will quickly find a story hook and go straight into the unknown world for adventure and plunder.
If I ever started DMing, I feel like this book will give me all the necessary tools.
Trickster Eric Novels gives "Dungeons and Dragons: Dungeon Master's Manual E3.5" an A+ -
Con este libro y la guía del jugador puedes crear mundos de fantasía y aventuras sin límite. La mejor versión del mejor juego de rol de la historia: Dungeons & Dragons v.3.5
Infinidad de opciones de personalización, para personajes, trampas, valor de desafío de los monstruos, inteligencia de los monstruos.... Ésta guía trae, además, un mapa-tablero de juego para miniaturas. En aquella época se pusieron de moda las miniaturas de plástico prepintadas. Salieron con la versión 3.0 y explotó con la 3.5. A partir de entonces hay un submundo de miniaturas que no veas. -
I registered a book at BookCrossing.com!
http://www.BookCrossing.com/journal/13158794
I really love this book and now that I am not able to play anymore I am going to give this book to a lucky book crossing member by the end of November 2017 or leave it in a Starbucks. If you would like this book message me. -
See my review of the 3.5 edition Players' Handbook for my comments on this edition/system. The Dungeon Master's Guide is an extension of that; I found it a joy to work with, and a pretty book besides.
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There were lots of visual ways in which essential info could have been better (and more easily) presented. Sometimes frustrating having to cross-reference from one section to another. The index is lacking. Great rule book but tiring to use.
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Can you technically make a character with just the PHB? Yes. Should you? No. There's way more stuff in this book that is useful.
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3-1/2 stars. Better than the 2nd edition DMG, nowhere close to the quality of the timeless 1st edition DMG.
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Was going through books I may have missed logging (since I'm behind on my year challenge...) and realized I've read this cover to cover for the campaign I'm DM'ing right now.
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I grew up playing board games against myself. My sister wasn't much into them and whatever friends I managed to scrap together for a year or two before we moved again were either disinterested from the get-go or quickly became disinterested as I beat them mercilessly at whatever we played.
I also grew up in a world of imagination which almost universally drifted to war. I'm not sure why, but my games, movies, books, shows, and idle imaginings only seem to have real staying power if they are somehow associated with combat. One of my earliest memories is drawing viking ships battling on the ocean... and so it went from there.
When I encountered my eventual group of best friends in 7th grade (many of whom I still talk to regularly), they were clustered on a table in the cafeteria playing something with sheets of paper, pencils, dice, and a set of weirdly-sized books. I drifted over, watched for a few minutes, and became instantly hooked.
I only got to play my elven druid with his scimitar and panther a few times before their existing game master moved and the game ended, but endless class periods passed remembering every item of gear, every chunk of quantified capability that the numbers on my crumpled character sheet represented.
Despite being new to the group, within months I was the new game master, spinning worlds, races, gods, ages, and cultures out of nothingness. We played straight up through high school graduation gathering in my friend's garage attic after school every night and sometimes 12-16 hour long weekend sessions. How I did it without burning out I don't know, but I do know it for the first time let others into the private universes I'd constructed, gave me something to look forward to, a group to be myself with, and a place of refuge both physically and mentally.
Middle school was miserable. The trailers we bounced between were places of endless chore lists, terrible food, random hours-long barely-coherent suicidal rambles from an older brother out of his mind on who knows what. Our mom, when she was there, we hoped would take off on one of her regular days-long absences since when she was there it was either panicked, shouted orders to fix the latest crisis or the house filling with drunken bar dregs that'd be invited over to keep partying when the bar closed Friday night and that would sometimes linger until Monday came and swept the last of them away.
D&D was an escape hatch to an alternate reality where such concerns were irrelevant and, for a time, I could forget the misery and uncertainty of my home life, to practice being someone more powerful, resourceful, and strong than I felt.
The actual rules had some issues, especially compared to more modern rule systems, but that's like saying the pioneers' covered wagons were inefficient compared to modern moving trucks - it's true, but without the former to explore the terrain and settle the unknown the latter would likely not come into existence.
Roleplaying games remain an important part of my life even if my playing time has vastly dwindled. The problem solving and social skills, the lessons on story structure, flow, pacing, and engagement, the friendships that remain to this day, all products of that time spent around a table or sprawled across an attic or living room. -
Basic Premise: Everything a DM for D&D 3.5 edition could possibly need.
Honestly, there is valuable information in this book for players as well as DMs. If you've never DMed before, there are plenty of rules in here for dealing with everything from combat to climbing, weather, traps, and more. There are also lots of treasure and magic item lists to reward players. It's generally easy to find what you need in here, though the index is somewhat lacking.
There are times when I really miss 3.5. It was a good system for game play. Very customizable. -
This book is a great resource for D&D gamers. The 3.5 rules are definitely clearer and cleaner than the 3.0 rules, so that's an improvement. This book is meant to be used as a reference rather than to be read front-to-back, so it's not exactly meant to be used like that for newcomers to D&D. But for veterans, the DMG still contains pretty much what you'd expect in a DMG.
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I think this book is quite well done. It's easy to follow and usually when you have a question it gives it to you almost immediately. At other times the answers are harder to find, and sometimes you can't find them at all. The organization of things in the book also is not as desirable as it could be. Still, the book overall is quite well done and the pictures are gorgeous.
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I sat down and read this book essentially cover-to-cover (or tried to) and it doesn't lend itself to that kind of reading. however, if you're a D&D gamer like me, it's a recomended read, as it helps you understand why the game is set up the way it is.
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If it has an ISBN, I count it...
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Rating based on usefulness.
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again just a reprint of the 3.0 rules but still good
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An essential part of any D&D collection.
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The best version of the DMG, it has plenty of useful information to create or add flavor to any campaign world.
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One of the other corebooks for the Edition 3.5 Dungeons and Dragons game. I bought them for source material for a game-writing project.