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Novice DMs will benefit from the sections on creating individual adventures and describing action, while even experienced DMs will appreciate the notes on extended campaigns, detailed world creation, and high-level play. We loved the "Behind the Curtain" blurbs, which explain the reasoning behind the changes made in 3rd Edition. Well-considered optional rules are offered to daring DMs, including rules for monsters as PC races (troll paladin, anyone?), high technology, and guidelines for creating custom races and classes.
The nuts and (lightning) bolts of DMing are also covered in great detail. The book teaches DMs how to gauge Challenge Ratings for players and monsters in order to create balanced encounters. These encounters are easier to run thanks to 3rd Edition's standardized monster abilities, each of which are covered in depth. Rewarding players for successful encounters is also easier, now that the cumbersome treasure tables of 2nd Edition have been replaced. Particular attention is paid to magic items: how to award them, how players create them, how to adjudicate them, and how to take them away. The new magic item enhancement rules (similar to the magic items in the computer game Diablo) are also detailed.
One dramatic departure from D&D as we knew it could have used a bit more attention. The DMG introduces the concept of prestige classes, and includes rules for six sample prestige classes: arcane archer, assassin, blackguard, dwarven defender, loremaster, and shadowdancer. Characters can't take these classes at first level but must instead work toward them by choosing specific classes, skills, and feats. For example, before taking a level in arcane archer a character needs to be an elf or half-elf and have a high attack bonus, specific archery feats, and the ability to cast at least one arcane spell. Unsure how these classes will affect your game? Want tips on how to properly create and balance these classes? Sorry, the DMG does not provide adequate answers.
But aside from this complaint the DMG stands out as an honestly useful guide book to the incredible new Dungeons & Dragons game. The rules and tips are well organized and easy to find, thanks to a detailed table of contents and full index. Artwork, examples, and diagrams are liberally placed throughout the book. All this attention to detail makes the DMG an easy and effective read. We wouldn't want to DM without it. --Mike Fehlauer
There are many useful tables throughout the book based on almost everything imaginable. They are quite useful for in-game reference. The classes included are quite interesting. My personal favorite is the "Paladin Gone Bad." It's real name is the Fallen Blackguard, and he is very bad-arse. They have other interesting ones, like the Arcane Archer, and Loremaster. There are tips in the first chapter of the book for beginners, that could come in handy.
The problem is this book is geared for neophyte DMs. Experienced ones can rip out Chapters 1,4, and 5, because they just give you pointers on what adventures and campaigns are and how to control them. Trust me, If you've DMed for a fair amount of time, don't even bother buying this, and stick with your 2E Dungeon Master's Guide for reference. iF you are new to DMing, this is the perfect review for you.
It is so much more than a collection of tables and charts. Sure, those are there as a short cut, an easy reference. What the book really brings to the table, though, is a system for knowing how to modify the system and add things to the game without throwing the power balance all out of whack. An example of the is the "Most important thing for a DM to know:" a quick and easy rule for modifying a situation. If it's easy, give a +2 bonus. Difficult? -2. REALLY difficult? -4. After the session is over, look up the actual 'rule' on the situation, and most times you'll find that you were right.
Most importantly, though, is that the book does this without cramming a default campaign setting down your throat. Many DMs out there, myself included, want to play in our own worlds that we've created, and the DMG lets you do exactly that.
This book is better laid-out than the Player's Handbook, which is why I gave it 5 stars. If half stars were available, I would have given it 4.5, since the book isn't perfect. Sure, there are some problems, but they're so much more minor than 2ed, with so many more possibilities for expanding the system that they're easily overlooked.
3rd Edition is what brougth my circle of gamers back to the table. It's so much easier to play that I can't imagine how we ever dealt with other systems. Much more time to roleplay, and less time taken looking up rules!
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