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0786948809

Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
     
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4th
Wizards RPG Team
Wizards of the Coast

Book
Hardcover
224
1

2008-06-06
11834
$34.95

0786948809
9780786948802

Cover


2008-08-26 - WoW without the PC

I realize that there is a WoW (World of Warcraft) game for the tabletop already, but the 4th edition of Dungeons and Dragons comes closer to the actual game than any other system out there.

The classes are more individualized, each one having their own succinct spells, maneuvers, and abilities. It's definitely less homogenized than in previous editions.

The Core Rules Books of the 4th addition, including this one, are easy to navigate and understand, even for someone who has never played.


2008-08-13 - An interesting amalgam of DMG1 & DMG2 from D&D 3.5

The new 4e Dungeon Master's Guide is an interesting book. As someone who owns both Dungeon Master's Guides from 3.5, I can spot many similarities to both. On one hand, this book makes the 3.5 DMG2 feel like a dry run before the new edition was released. It probably was, as Tome of Battle was a test drive of many of the 4e combat rules. On the other, it bears many similarities to the core DMG's before it. All the way back to 1st edition.

One of the main uses for previous DMG's was the magic items. Now that those are in the PHB, what we're left with is a book that feels like a training manual for new DM's, that has just enough information to keep many veterans from leaving it on the shelf. If you've been a DM in the past, this book isn't all that necessary. I counted maybe 60 of the 224 pages that were geared toward the experienced DM. Chapters 3, 4 and 10, plus a smattering of other pages, are all really felt I needed. The rest is geared toward newcomers.

This DMG is therefore a double edged sword that perhaps should have been split into two books: one for the veterans that's filled with charts and tables, and another for the newcomer who needs guidance before jumping in. Instead, we have one book that wants to be both. And as both, it does and OK job; just not a great one.



2008-08-09 - Where's the Beef?

The latest version of the DMG would be great for anyone under the age of 13 and has never played D&D before. Its like how to be a DM for Dummies. Don't waste your money. Spend it on getting all of the 3.5 books before they are gone instead.


2008-08-09 - An upgrade over previous editions

While some feel that 4th Edition D&D doesn't feel like D&D, I have been very happy with it. Most of the changes (taking aggro from MMOs in a way, requiring a map, toning down spellcasters) are really things that have been needed for quite some time and natural evolutions of the game.

The new DMG is really only needed for someone who actually DMs and has some great tips for incorporating traps, terrain, skill challenges, and templates encounters as well as running them. Well worth reading if you think you'll even only occasionally run a game.


2008-08-08 - Wait for 4.5

The book was all nice, neat, and all that jazz, but 4th ed itself, it just seems to be lacking, I suggest WAIT TILL 4.5. 4.0 feels more like a public test release; Save your money, just wait a little longer. Wizards of the Coast have already released updates for the 3 core books, and some others.


3 stars cause

Goods
New ideas
New races
New Powers
New Classes
Simplified


Bads
Little to no customization for PCs, no where near 3.5.
Over Simplified everything
Confusing over use of words: Basic Melee Attack Bonus, Basic Ranged Attack Bonus, Basic this, Basic that, Power this, Power that, Basic Melee Ranged Power power. you get the idea.
All the powers are Combat orientated.
Skills are over simplified

Why buy something that is out dated already, check wizards of the coast and look for yourself, they've already releasing Updates for all the Core Books.




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