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Dungeon Master's Guide 3.0: Dungeons & Dragons Core Rulebook [Hardcover]

Monte Cook
4.3 out of 5 stars  See all reviews (74 customer reviews)

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Book Description

Sep 1 2000 D&D Core Rulebook
The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. A Dungeon Master runs the Dungeons & Dragons(r) game-part storyteller, part actor, part referee. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.

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The 3rd Edition Dungeon Master's Guide focuses on how to create and run a fun Dungeons & Dragons game. Like previous editions, the 3rd Edition DMG further explains the rules introduced in the Player's Handbook. But this book goes beyond rules and offers valuable tips on pacing, story creation, conflict, villains, motivation, and player rewards.

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


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Customer Reviews

Most helpful customer reviews
Format:Hardcover
This book is excellent. It give the Dungeon Master exactly the information he needs on how to run a campaign and it does it in a very flexible yet comprehensive way. Out of all the editions of this game, this Dungeon Master Guide is probably the best due to sheer amount of good advice it gives. Artwork is also excellent as it is in all the three core 3rd edition rulebooks. I was initially against the 3rd Edition of the game because it's produced players who are overly concerned with getting the highest modifier for their characters and powering up, leveling up, etc... but this book (and the player's handbook) are so well designed that I was won over (at least in the short term). Anyway, this is a great book. Buy it now.
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3.0 out of 5 stars DM'ing Made Simple Jun 8 2003
Format:Hardcover
Let's face it. All my fellow DM's know Dungeon Mastering is hard. You need to be in tune with the entire game enviornment, and every NPC and every monster and...I could go on, but I'm not going to bore you. Anyway, I think 3rd Edition rules are pretty darn good, but this Dungeon Masters Guide is useless for experienced DM's.

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.

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5.0 out of 5 stars The How and Why of D&D3e Jan 7 2003
Format:Hardcover
The 3rd Edition Dungeon Master's Guide is exactly what it should be - a description of the how and why of 3rd Edition rules.

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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Most recent customer reviews
2.0 out of 5 stars So much less than it seems...
The Third Edition DMG is not the book it should have been. It is a disjointed collection of rules that really don't fit together very well. Read more
Published on Nov 27 2002 by Tyler Bannister
5.0 out of 5 stars Simply Great
The PHB was awesome, and the DMG is doulbly so. Prestige classes are a great tool. What's more are the very useful NPC classes. Finally there are rules for making magic items. Read more
Published on Sep 24 2002 by Brian Rollins
5.0 out of 5 stars DM's best friend
This book is the best of a D&D DM who wants his world and adventures just unique. the book has EVERYTHING a DM needs no matter if he is a new one or an experienced, no matter... Read more
Published on Aug 7 2002 by Vangelis
1.0 out of 5 stars Horrible�
...It is just a collection of rules that most serious players will no doubt memorize anyway. So I ask: why not include these rules in the player's handbook? Read more
Published on July 26 2002 by "andraxe"
4.0 out of 5 stars God, I love being the DM
Okay, I have to admit two things first. First of all, my buddies and I really don't know how to truly play D&D. Read more
Published on Jun 18 2002 by "the_matrix_is_real"
4.0 out of 5 stars Very Nice
A nicely presented book that doesn't really get bogged down at all, and has plenty of useful information in it. Read more
Published on May 13 2002 by M. Smith
5.0 out of 5 stars 3e Just Gets Better and Better
This guide is the ultimate must-have for a 3rd Edition DM. It is amazing. It has just about everything you'd like to know about running the game. Read more
Published on April 30 2002 by Steve Stoehr
3.0 out of 5 stars Very disappointed
After the more recent editions of this book in 2nd Edition, I felt disappointed in the lack of information this book contains. Read more
Published on April 19 2002 by Hedgewitch King
1.0 out of 5 stars Please!
Junk, enough said!
This is really a joke, the worst version of D&D ive ever seen. only good thing is they got rid of THAC0 and added some ability scores that they were... Read more
Published on Mar 23 2002
5.0 out of 5 stars Create and rule your own Universe.... It's Good to be God !
Why should you trade-in your 2nd edition AD&D collection and start-over ?

1) You don't know what you are missing ! Read more

Published on Mar 22 2002 by Graham D. Lincoln
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