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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons, Third Edition)

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Title: Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons, Third Edition)
by Monte Cook, Jonathan Tweet, Skip Williams
ISBN: 078691551X
Publisher: Wizards of the Coast
Pub. Date: September, 2000
Format: Hardcover
Volumes: 1
List Price(USD): $29.95
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Average Customer Rating: 4.29

Customer Reviews

Rating: 3
Summary: DM'ing Made Simple
Comment: 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.

Rating: 5
Summary: Superb redo of a classic game book
Comment: This is an excellent 'renovation' of the DMG which will be useful both to veterans and beginners. It details large numbers of magic items, gives demographic design tips to DMs (i.e. how many levelled characters there are in a town/village/city of a certain size), has intriguing prestige classes (which are like add-on character classes allowing characters to get special abilities -- sometimes at a price), and plenty of plain, solid information for running a good game. I'm a DM with 17 years experience and I've owned all editions of the game, and I can say that this book is an invaluable updating of D&D. The one criticism I hear a lot about 3rd edition is that it is for 'power gamers' or 'munchkins', but I can assure you that even if the characters are a little tougher than their 2E counterparts, so are the monsters; the game is better balanced, as far as I can see (there are even challenge ratings so that you can determine just how many encounters of a certain toughness a party can handle). An excellent book -- if you like D&D or are interested in finding out about it, buy this volume!

Rating: 4
Summary: They Keep Getting Better
Comment:
I must say, this 3rd edition Dungeon Master's Guide is absolutely fantastic. Just as in the Player's Handbook, the team at WotC has worked to streamline all of the rules and clarify a whole lot of little things. Not to mention, the artwork is awesome. I love the look of the new books -- much cooler than the drab, red-and-black of the old 2E tomes.

Anyway, I must recommend this book to everyone who's interested in playing this game. If you're not a DM, you may not actually have to own one, but it's nice to have as a resource, so you can know what's going on...

Oh yeah - possibly the most welcomed improvement in these books is the price: $20.00 in stores! That's a bit of a drop, considering the last books were all around $30.00. [The reason it gets 4 stars is because the binding of my book is already starting to break. Hopefully this wont happen to everyone.] So pick yourself up a copy of this book! Good Gaming!

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