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Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
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Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition

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Description:

The third of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Dungeon Master's Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.

Features:
  • ISBN13: 9780786948802

  • Condition: NEW

  • Notes: Brand New from Publisher. No Remainder Mark.

Product Details:
Author: Wizards RPG Team
Hardcover: 224 pages
Publisher: Wizards of the Coast
Publication Date: June 06, 2008
Language: English
ISBN: 0786948809
Package Length: 11.0 inches
Package Width: 8.4 inches
Package Height: 0.7 inches
Package Weight: 1.9 pounds
Average Customer Rating: based on 71 reviews
 
Customer Reviews:
Average Customer Review:3.0
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5it's not like 3.5, 4e is actually fun.  Mar 01, 2010
4e is a great edition. I played the first and second edition, but stopped at 3rd. 3rd was a game for people who like minutia, and love to do calculus at the gaming table, and had 12 spare hours to spend on one fight. This edition makes the game accessible flexible, and makes it fun with out all of the monotony for 3 and 3.5e. If you are a fan of spending 15 minutes and a graphic calculator to resolve each turn you might not like this game. If you want to play D&D and actually finish an encounter before you hit 80 you will like this game.

If you are in love with 3.5 edition and think this game is going to be exactly like it get real. If it were not going to change drastically they wouldn't have come out with a new edition.

T.

5An exelent book for the new edtion.  Feb 13, 2010
The least changed of the core rulebooks for 4th edition dungeons and dragons, this book provides a way to introduce a new player into running a game and offers solid writing and well presented information. Lots of information is provided to help someone make there own world, and an example setting provided is surprisingly strong, with Fallcrest offering a great place for a new DM to start new players.

For experienced players a lot of the information will be things they have seen before, with the advice on basic adventure structure pretty close to the 3rd edition books. New ideas on using movement powers to create interesting combat encounters, and the new way of handling dynamic traps, makes this, in my opinion, a good buy for even experienced DM's.

5will use again  Feb 03, 2010
I choose this company for gaming books over their competitors because they didn't charge me seperate shipping for each item I ordered, but allowed entire order to be shipped together during ordering.

I will order again from this business

1 of 3 found the following review helpful:

1Moving to new systems.  Jan 11, 2010
I have played DND in some form or another for over 20 years. I am still running a 3.5 campaign where we advance the story slowly. I will soon be asking my players if they would like to switch to a new system to continue their advancement or stay in 3.5. 4.0 is not and shall never be very good.

The Good:

In line prestige classes -- I always wanted to advance my character and add a prestige class that gave more powers but still advanced my base character class. This is the one of the best things I have found in the new DND.
Dragonborn -- Dragons are cool and this gave a friend a way to play one that was allowable and not extremely onerous.
Changeable feats over time -- feats make sense early make no sense later.

The Meh:

Fast paced -- slows down once you get more then 4 people.
Everyone can always do something and feel like the can contribute to some extent.
Setting -- It is not a good point and is what you make of it.
Cinematic -- Not everyone wants it to be cinematic but WOTC thinks you do.

The Bad:

Overpowered -- Someone proved on straight rolls with a base character class you could single handedly take down a dragon in effectively one turn.
Overpowered -- I consistently threw higher level beasties at my group as we were going through an adventure. They not only decimated them but also walked through monsters who were suppose to be their challenge rating with no problem at all.
Cookie cutter characters -- Build optimizers away
Lack of Flavor -- Gaming mechanics are always odd they have distinctive pieces that make them work. It becomes the flavor of the game. Nothing here because this is written to be a computer game without the computer.
WOW effect -- They even use common reference points for computer game characters to identify each of the classes.
Combat is the only thing -- No actual additional roleplaying needed. Wave after wave of monsters attack and you kill them.
Eventually boring -- We still play then 3.5 edition game because it is much more compelling even through the mechanics.

WOTC needs to put out the relevant creators so all you would have to do is plug in your party stats and they could pump out round after round of action kills.

Pathfinder continues the path of 3.5 and is a worthy successor and Burning Wheel is very different mechanic set.

4A good Book  Dec 25, 2009
It's a good book, indeed. Principally for the beginners, what maybe could cause a negative reaction, for experienced players wanted anxiously new material full of news. And what they saw? The same old rules expanded, tough very well explained. The people of wizards have scored a point on that: the mistake in older editions was the density of rules, all of them scarcely explained. There is something new in 4th edition (look at the keyboard and you will could understand a joke: "$th edition"): nothing in classes, races, mechanics, etc. The new thing is that what I call ORGANISATION. They want money? Welgome to the economic logic of (y)our countr(y)ies - actualy I'm brazilian, what explain my very "so-so" (not to say that is a murdering of J. Joyce's language) english.

 
 
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