PDF Ebook Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt
Investing the leisure by reading Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt can supply such fantastic experience also you are just seating on your chair in the workplace or in your bed. It will not curse your time. This Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt will certainly lead you to have more valuable time while taking rest. It is really pleasurable when at the midday, with a mug of coffee or tea and also a publication Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt in your device or computer system monitor. By appreciating the sights around, right here you could begin reviewing.
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt
PDF Ebook Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt. A work may obligate you to consistently improve the knowledge and experience. When you have no adequate time to boost it straight, you could get the experience and knowledge from checking out the book. As everybody knows, publication Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt is incredibly popular as the window to open up the globe. It indicates that checking out publication Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt will provide you a new way to discover everything that you require. As the book that we will certainly supply here, Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt
When some individuals checking out you while reading Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt, you might feel so honored. However, as opposed to other people feels you need to instil in on your own that you are reading Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt not due to that factors. Reading this Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt will offer you more than people appreciate. It will guide to recognize more than the people staring at you. Already, there are many sources to knowing, reading a publication Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt still ends up being the first choice as an excellent way.
Why ought to be reading Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt Once more, it will certainly depend upon just how you really feel and think about it. It is certainly that one of the perk to take when reading this Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt; you can take more lessons directly. Even you have not undertaken it in your life; you could obtain the experience by checking out Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt As well as currently, we will certainly introduce you with the online book Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt in this website.
What type of publication Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt you will prefer to? Currently, you will not take the printed book. It is your time to obtain soft documents book Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt rather the printed papers. You can enjoy this soft file Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt in at any time you expect. Even it is in anticipated location as the other do, you could review guide Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt in your gadget. Or if you want much more, you can read on your computer system or laptop to obtain complete screen leading. Juts locate it here by downloading the soft documents Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, By Mike Mearls, Stephen Schubert, James Wyatt in link page.
The second 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 Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters.
- Sales Rank: #73819 in Books
- Brand: Wizards of the Coast
- Model: 21720
- Published on: 2008-06-06
- Released on: 2008-06-06
- Original language: English
- Number of items: 1
- Dimensions: 11.21" h x .73" w x 8.52" l, 2.38 pounds
- Binding: Hardcover
- 287 pages
- Core Rulebook: The Monster Manual is the third of three core rulebooks required to play the Dungeons & Dragons Roleplaying Game.
- Quick and easy play: The improved page layout and presentation enables novice and established players to learn and understand the new D&D rules quickly.
- D&D Insider: The Monster Manual will receive enhanced online support at www.dndinsider.com.
About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a "New York Times" best-selling author of the Forgotten Realms(R) novel "Condemnation," His previous design credits include the "Tome of Battle: The Book of Nine Swords"TM supplement, "The Forge of Fury" adventure, and the "Red Hand of Doom"TM adventure.
MIKE MEARLS is the lead developer for the Dungeons & Dragons(R) game at Wizards of the Coast, Inc. In addition to his design and development work on 4th Edition, Mike has developed numerous 3rd-Edition game products including the "Tome of Battle: The Book of Nine Swords"TM supplement and "The Shattered Gates of Slaughtergarde"TM adventure.
James Wyatt is an award-winning game designer at Wizards of the Coast and one of the designers of the "Eberron"" Campaign Setting," He wrote the "City of the Spider Queen" and "Oriental Adventures" game supplements, and co-authored numerous roleplaying game products. He grew up in Ithaca, New York, and now lives in Washington State with his wife and son.
Most helpful customer reviews
94 of 108 people found the following review helpful.
A re-imagined cast of characters
By Jeff Hershberger
Like all previous editions of the Monster Manual - this book contains the list of creatures and their statistics that DMs need to create opponents for their players.
Before 3rd edition, this was all this book tried to do. While a 2nd edition DM could choose to buy the Fiend Folio instead of the Monster Manual, the 3rd edition (and 3.5) DM did not have this option. 3.0/3.5 added monster-specific rules that truly turned the Monster Manual into a core rulebook.
Monster feats, exotic attacks, Templates, and rules for PC monsters - all were natural extensions of the monster concept: You have monsters - and now you want to alter them for your specific needs. In my opinion, this was a good thing.
The 4th edition Manual follows this model - although there are some differences worth mentioning.
First - the easy stuff:
The laundry list of monsters includes the bulk of classic D&D bad guys: Orcs, Unicorns, & Worgs (Oh my!). A straight book-to-book comparison will reveal many differences in this edition's inventory (e.g. 4th ed. has only chromatic Dragons).
Many will be surprised by which creatures got included - but it's worth remembering that every edition of D&D has had multiple versions of the Monster Manual (3.5 was up to volume 5). If your favorite bad guy didn't make the cut - they're not gone - they'll just be in a future product.
The creature entries seem abbreviated at first. Much as in 3.0/3.5 you will not see wordy paragraphs about a creature's back-story or preferred environment. As a DM, when I need a creature I need their stats, not their life story. Wordy write-ups take up space that could be filled by more monsters. Besides, adding thematic information like back stories is *my* job.
Big changes in creature powers will come as a jolt. Negative levels are gone. 3rd edition negative levels seemed like a good idea - but were more hassle than they were worth. They had a high maintenance tail (keep track of your minuses AND then track a save the following day - for each negative level), and they threatened the primary goal of all players: level advancement. Good riddance.
Undead now drain healing reserves - something that that is depleting (in keeping with the "drain life energy" motif of undead) and does not have a long term maintenance issue. When you are hit, you lose a reserve. Zero maintenance. This is good.
Vampires - actually Vampire Lords - still create spawns but now ignore garlic, running water, and wooden stakes and have detailed rules for how they must rest. Jettisoning garlic may bother some players - but traits like that work better in novels than they do in RPGs (Bram Stoker never had to deal with PCs wearing plate mail festooned with garlic cloves).
Werewolves don't spawn lycanthropy - they infect you a disease that makes you berserk. This change is likely due to the same calculation of maintenance hassle vs. gaming value. The first time you face werewolves - lycanthropy is a fun risk. When you face an army of lycanthropes, the disease adds more logistics than drama.
There are a lot of monster abilities that will translate into the new rules in ways that surprise and confound. With 4th edition changing the DNA of spells and powers - this was unavoidable and does not pose any barrier to DMs adjusting the power of their chosen monster up or down.
The rules for customizing monsters is where I would be most critical of this volume.
The back of the book contains a subset of monsters that can be used for NPCs or PCs. This is essential, since 3.0/3.5 opened the doors for PCs to be whatever they want. The rules provided for playing a PC orc (for example) seem very light. There are a host of issues that playing monsters brought up in 3.5 - and I don't expect 4th edition to be any different. This section looked a lot like an add on (and that's fine if it is), but if DMs should expect an expanded set of rules covering this - it'd be nice if the book came out and said it.
3.5's Monster Manual had "[this monster] as a PC" entries within the monster's description which I feel is a superior model. I want to be an orc, I pick up my Monster Manual and find the listing for - Orc. Putting them in the appendix helps the player who wants to see the full menu of choices - but you could do that with an index and still put all of a monster's data in one place. I'm a big believer in one stop shopping - and having the rules for a specific task stored in multiple places just slows things down.
Scaling monsters/Adding templates.
Adding class levels and templates to 3.5 monsters ensured that no monster had to be boring (three words: Vampire Kobold Sorcerer) and from all appearances this will carry forward in 4th edition. These rules in 4th edition are in the DMG and I would question this.
If the Monster Manual is truly a core book (the core set of monsters + monster rules) why not have all the template/advancement/ monster specific abilities rules in that volume?
I can see that having these rules in a central book like the DMG is appealing - but when the rules for monsters evolve, we are more likely to get another Monster Manual than we are an updated DMG. The rules in the DMG are may be adequate, but they look rather thin. I would expect more rules and clarifications to be a virtual certainty. Plus, there's the appeal of having all my monster rules in one book.
The changes in the 4th edition Monster Manual are extensions of the changes to the core rules - so it's hard to have stand-alone praise or criticism of it. For the most part, it remains what it always was: a menu of monsters that is essential for DMs.
23 of 25 people found the following review helpful.
The best of the 4e core books, but still leaves me feeling a bit sour
By Rayek
This is the best of the 4e core books for me, but still left me feeling a bit sour.
First the good. In the tradition of the 1st edition AD&D Monster Manual, this book dispenses with lengthy descriptions of monsters and instead focuses on stats. Only in rare circumstances do we get lengthy prose regarding a monster's motivations outside of being fodder for the adventurers to beat up on. Filling in the details is left to the DM. The new stat blocks are straightforward and much easier to use than their 3.5 counterparts. Special abilities are in the stat block rather than hidden amongst the monster's descriptive text. That's a welcome change indeed. Also, one of my favorite things from the last two 3.5 MM's is carried over: knowledge checks to see what our heroes might know about their current foe. All in all, this is a very easy to use book.
Then there's the bad news. There are a lot of monsters missing from this book when compared to its 3.5 counterpart. Yes, some of the new core monsters were pulled from books other than the first MM, but leaving out monsters as classic as metallic dragons reeks of a mandate from marketing. Just like with the PHB, things many veteran players expect have been left out for the sole reason of saving them for another book to sell. You want your metallic dragons and the rest of the giants? Buy `Monster Manual II'. Then there's the artwork. A friend and I spent about 10 minutes playing `spot the recycled art' with this book. Roughly 10-15%, maybe more, is culled from 3.5 books. Were the contracted artists unable to meet their deadline for new artwork, or did someone at Wizards decide to cut the budget? You be the judge.
So what we're left with is a very well designed Monster Manual that's easy to use, but missing a significant number of iconic monsters and wholly original artwork. That's good for a 3 in my book.
12 of 13 people found the following review helpful.
Great Ideas--Hurt by Bad Presentation
By Robert Blank
This Monster Manual shakes things up a lot. Like a lot of the new edition, it's about reimagining the old in a fun new way. Once you get to the good stuff, it's really wonderful. The problem is the good stuff is buried in the monster entries (scattered between the two to three sentence introduction, and the lore bits that give backstory to characters depending on how well they roll). You end up having to hunt around and end up missing a lot of stuff that gets buried in between big striped blocks of stats.
There's not a lot written, but man is it tightly written. No waste, very efficient and packed with new flavor and background information. Just think what they could have done if they spent a whole page on each monster. Unfortunately none of the monsters get that depth of coverage--just a few sentences. That's it. They get in a lot in those few sentences, but it's a shame they didn't expand on that. It's one of the things I really miss from the old 2nd edition books. Now it's all statblocks.
Each monster has several statblocks at different levels with different names. No time is given describing the differences between the various types of monster, in fact in most cases the name seems to be entirely about what level the monster is and what special attacks it has--rather than any particular role in it's society or anything. The difference between a drider fanglord and shadowspinner? Beats me.
The art is good and pretty consistant, but a lot of it feels like redone versions of art from the old books--and some of it is copied straight out of the old books. Not cool. The night hag, or the deathknight for example, yanked right out of their original Monster Manual entries. When they redo one though, it's ususally real eyecandy. The lich, for example, or the foulspawn, or the new take on the lamia.
I love the new ideas they're rolling out for fourth edition. Certainly the new Monster Manual gives lots of fun new twists on even the most boring of the classic monsters. But the format. Argh, the format. They really needed to devote more space fresh art and to talking about the monsters and less time statting up multiple versions of each one. Who needs six kinds of kobold? Certainly not me.
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt PDF
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt EPub
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt Doc
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt iBooks
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt rtf
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt Mobipocket
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition, by Mike Mearls, Stephen Schubert, James Wyatt Kindle
Tidak ada komentar:
Posting Komentar