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^ Download PDF Dungeon Master's Guide (D&D Core Rulebook), by Wizards RPG Team

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Dungeon Master's Guide (D&D Core Rulebook), by Wizards RPG Team

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Dungeon Master's Guide (D&D Core Rulebook), by Wizards RPG Team

Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game
 
The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.
 
Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!


   • The third of three core rulebooks, this book contains tools a Dungeon Master needs to provide captivating stories and game play.
   • An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game’s experts.
   • Created as part of a massive public playtest involving more than 170,000 fans of the game.

  • Sales Rank: #202 in Books
  • Brand: Wizards of the Coast
  • Model: 46072
  • Published on: 2014-12-09
  • Released on: 2014-12-09
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .70" w x 8.60" l, 2.38 pounds
  • Binding: Hardcover
  • 320 pages
Features
  • Dungeon Master Guide 5th Edition Wizards of the Coast

Most helpful customer reviews

244 of 250 people found the following review helpful.
Gauntlets of Ogre Power, Belt of Giant Strength, Hammer of Thunderbolts!
By Herb Mallette
Over the years, none of the Dungeons and Dragons manuals has changed as much as the Dungeon Master’s Guide. It began as a tome of potent secrets, to be jealously guarded from the feckless eyes of mere players. Were a DM so inclined, he or she could prevent the players from even knowing how their to-hit rolls matched up against armor class to establish the results of a sword-blow or bowshot. Experience point values for monsters, the effects of magic items, even simple rules for movement remained the purview of the game-master.

As the game grew, and more and more options arose for building characters, the basics of play moved into the Player’s Handbook, and the DMG relinquished XP values to the Monster Manual and most of the combat rules to the PHB. In the process, it morphed into a nuts-and-bolts toolbox, starting off with rules on combat management, followed by practical sections covering environmental hazards, towns and villages, NPC generation, NPC character classes, and so on. In both 3E and 4E, it opened with a narrow focus and gradually got wider and wider in scope, with the culminative chapters advising the DM on how to run a campaign and build a world.

The new edition does exactly the opposite, and therein lies its genius.

If there’s one thing that D&D is always about, it’s the experience of stepping out of this world and into another. The fifth edition DMG establishes how important that notion is by putting the world- and cosmos-building chapters up front. Creating a fantastical environment for players to adventure in and journey through is no longer something you eventually get around to by the end of the book; it’s front-and-center as the DM’s first responsibility. You don’t arrive at the “It’s Your World” headline half or two-thirds or three-quarters of the way through the book: it’s on the opening page of Chapter One.

From world-crafting, the book moves into storytelling, with chapters on designing and running adventures, populating them with colorful personages, and linking them with character-oriented downtime. It’s important to note that the magic item catalog resides in this section, because in this version of D&D magic items are not just buffs for players to enhance their characters’ abilities with; they’re the payoff for stories, and they’re explicitly supposed to feel unique, with their own origins and stories attached.

To create that feeling, the new DMG does what no other ever has: it copiously and beautifully illustrates the magic item section with free-standing images of the items themselves. The drawings spread across a third of every page, luxurious close-shots with nary a character in sight, making it plain that these are not mere accessories, but truly objects of sorcery and enchantment. If you’re an old-school gamer and you have any kind of sentimentality to you, you owe it to yourself to go a bookstore and have a look. The illustrations are so glorious they have to be seen to be believed. I literally got choked up looking at the dozens of perfectly imagined rings, robes, rods and staves around the 200-page mark. It’s natural to expect a cool picture of a flametongue or some figurines of wondrous power, but the art directors for this book went the extra mile and found artists who could render wands and rings jaw-dropping.

Of course, even the most beautiful rulebook – which this one is – ultimately succeeds or fails on the basis of its gaming content. Here too, the new DMG is a remarkable success.

Tables and charts are a longtime staple of RPG books in general and DMGs in particular, and this case is no exception. What is unusual is how richly imaginative and story-driven many of the tables are. The table of magic item quirks doesn’t just customize the game effects of items; each entry provides a sense of background and reality, or a dash of personality to spur creative role-play. The 3.5 DMG had a table of 100 NPC traits. In 4.0, there were two tables for mannerisms and appearance. Here, the tables for generating NPC details stretch across six pages and provide specific game-applicable hooks for motives, methods, and personalities that simultaneously provide quick tools to generate unique antagonists and also a source of inspiration for jumping off in any number of story directions. Even the table describing costs for magic item creation is a story driver, because when you do the math (one day of work for every 25 g.p. in an item’s manufacturing cost), you find that legendary items take about 54 years for a 17th level mage to craft. Who has that kind of time? Obviously, only an elf, a particularly obsessive dwarf, or some spellcaster of a shorter-lived race who has learned the secret of near-immortality. A vorpal weapon is therefore not just a set of game mechanics that let you lop off heads on a natural 20 – it’s someone’s life work, or at the very least an elf archmage’s long-term hobby.

In short, every element of this book – the art, the rules tables, the text, the graphic design – has been carefully designed to make you, as a dungeon master, want to be your most creative. To imbue your campaign and its adventures with all the potential these pages promise. You may disagree with some of the specific choices – perhaps you’d rather enable adventuring characters to craft a ring of invisibility by taking a few months off from dungeon-crawling. But as always, the book actively encourages you to throw out whatever doesn’t suit your needs.

My group is in the final stages of a massive campaign from another game, but I’m bursting over with excitement to put this book to use at the first available chance.

And yes, for the first time in ... what, 20 years? ... the belt/gauntlets/hammer combo lets you kill giants instantly. If that means something to you, get this book.

108 of 112 people found the following review helpful.
*THE* Quintessential D&D Reference Manual
By J. Burgos
What can I say? This book rounds out the Holy Trinity (tm) of D&D 5th edition. With this book the DM or Dungeon Master, has everything she needs to tell the stories that the PC's or Player Characters, need to bring this game to life. I predict that this book, and the entire run of 5th edition, will be winning major awards, and this book firmly establishes D&D as a relevant Role Playing Game brand again after the unfortunate disaster that was 4th edition. In summary, the art in this book is fantastic, starting with the great cover. This is the DMG that is everything I've come to expect in a 5e rule book. Following the exceptional job done in the PHB and Monster Manual, I expected nothing less. The full splash color pages are evocative and stunning, and really give you a sense of what D&D is all about. The fantasy worlds and creatures come to life on every page. Everything is fresh, new, and original, and this book rounds out the 3 books that encompass Dungeons and Dragons. My nod to Pathfinder (or as its referred to D&D 3.75): peruse this book and be prepared to return to the loving arms of D&D again...

Now, lets get down to business: To say there are a lot of table in the 5e DMG is an understatement. This book is packed full of tables. Every section has tables to help the DM use the mechanics quickly and easily. All the tables reminded me of the original 1e DMG, whihc was a good thing. Here is the breakdown:

Chapter 1: A World of Your Own
Whether you're a new DM who's never played before or you're a player who hasn't played in a very long time then this chapter provides a great introduction to world-building. If you're an experienced DM and you've played any previous edition of D&D in the last few years you can quickly peruse this section.

However, for the experienced DMs the only things that you may want to take a look at quickly is the section on Factions & Renown and Tiers of Play.

The Faction section lacks the details about special missions you can run your PC's through. The Renown section talks briefly about attitudes of members and special privaleges. There are new rules on losing renown and new rules for how to use renown for pious characters to measure their devotion. The four basic tiers of game play are covered, namely:
Levels 1-4: Local Heroes
Levels 5-10: Heroes of the Realm
Levels 11-16: Masters of the Realm
Levels 17-20: Masters of the World
There are also guidelines for beginning play at higher levels and a sidebar that establishes how much equipment, money and magic to give PCs starting above level 1 in low magic campaigns, standard campaigns, and high magic campaigns.

Chapter 2: Creating a Multiverse
Ah the multiverse! Its no longer a Joss Whedon concept, (and I surmise that Mr. Whedon himself got this term from playing D&D) If you are an experienced DM who has familiarity with the Manual of the Planes (any edition) then you can likely skip this chapter too. It's essentially condensed material that covers the many worlds, or Multiverse, of the D&D plannar worlds. It's a handy section to cover if your campaign spans the Multiverse, but for everyday adventures, especially the kind you generally see at low levels and introductory play, this is too much too soon. I am very thrilled to see that the Shadowfell, the Feywild and the plannar city of Sigil make a return to 5th edition in this section. I predict we will see a future supplement covering these.

Chapter 3: Creating Adventures
This chapter is the meat and bones of the DMG. The chapter begins with a comprehensive breakdown of what makes a good adventure and then talks about the difference between playing a published adventure and one you make up yourself. There are lots of tables that present numerous options detailing the different types of adventures, complications like plot-twists and side quests, how to create encounters with a strong focus on objectives and monsters, and how and when to use random encounters. This section rounds up with the in's and outs of creating exciting encounters for your party.

Chapter 4: Creating Nonplayer Characters
NPC's or Non Player Characters, are the world of D&D. These are played by the DM, and mastering how to play these can truly make a game shine. This chapter offers insights and tables for personalizing and really bringing these rather 2 dimensional characters to the 3rd dimension. The optional Loyalty Rules are covered in this section.

Villains, the quintessential antagonists of the D&D verse are given three huge tables which give the DM plenty of options to choose or roll when they need a quick villain that's not your standard bad guy. The crowning jewel in this section are the Villainous Class Options. Cleric can chose the Death Domain and the Paladin can choose Oathbreaker. My only disappointment with this section is that only one domain is covered. I truly hope that we will see future Domains covered, but for now this is the only one given to the DM. The Oathbreaker, or Anti-Paladin, in particular can actually atone and change back into a good aligned Paladin, but it's a difficult undertaking.

Chapter 5: Adventure Environments
This chapter is really handy for DM's who have never built environment encounters before because it talks about campaigns that take place outside ot the typical city, or in a dungeon, in the wilderness, or in an urban setting. It covers how to describe these settings, how to map them, filling them with challenges and monsters, and how to survive in the harshest of environments.

The section on Adventures in Unusual Environments, which essentially covers environments such as underwater or in the sky, are handy for the DM to have and were entertaining to read through. However, the real highlight of this chapter was the pages which covered traps. After a very brief overview of how to use traps, there are 11 great sample traps. I am certain that all DMs will find clever and creative ways to use these deadly traps in their campaigns soon enough.

Chapter 6: Between Adventures
What happens when your adventurers are not saving damsels or slaying dragons? Here the DMG gives a few additional options beyond those already described in the PHB. Here's a sample of Awesomesauce to wet your palate:

Building a Stronghold: Spend 60-1,200 downtime days and 5,000-500,000 gp and you've got yourself a brand new stronghold.
Carousing: When you want to party like it's 1999 then spend those downtime days on some serious partying.
Crafting Magic Items: Aside from the time and resources required to actually acquire the materials that the DM decides you need to make your magic item, you have to spend some downtime days.
Gaining Renown: Want to rise through the ranks of your faction? Spend some downtime days to make a name for yourself.
Perform Sacred Rites: Pray long enough and you'll get inspiration for it. How much is up to the DM.
Running a Business: Adventuring is hard work, so when the monsters are defeated come home, relax, and work at your day job.
Sell Magic Items: In a world with few magic items there are fewer still who can afford to buy them. It takes many downtime days to find a suitable buyer. Maybe you should just keep the item?
Sowing Rumors: Now the Bard and the Rogue can put those social skills to work by slandering your enemies and making the party sound more heroic than they really are. The bigger the town the longer it takes.
Training to Gain Levels: (This is one Im using at the 3rd tiers and higher) As a variant rule the DM may require you to train before you can advance to the next level. Don't worry it'll only take 10-40 days depending on your level.

Chapter 7: Treasure
This is the quintessential section of the DMG that covers the description of magic items. This is my favorite section of the DMG. The art is stunning--Ive never seen its like before in any previous DMG. Most items have full colour pictures which always makes an item seem special. Some of the illustrations pay homage to previous editions of D&D. Here we see the Manual of Bodily Health, the Talisman of the Sphere, which is shaped like the demon face carving some may recognize from the Tomb of Horrors, the Deck of Many Things shows the faces of nine cards. Also included after all the descriptions of magic items are details for sentient items and good old artifacts.

Also included are 11 tables for randomly determining gem and art objects. They're not as detailed as the ones in the classic 3e Forgotten Realms Campaign Guide hardcover, but they'll certainly do the job. There are also good options presented on attuning items, identifying items, and cursed items. There is a table in this DMG that lists some possible consequences of mixing potions.

Rounding out this chapter, there are six pages that talk about other rewards beyond gold pieces and magic items. These include things like blessings, medals, land, favours, strongholds, and training. The last section in rewards is Epic Boons. They're only available to PCs who are level 20 and they are truly epic.

Chapter 8: Running the Game
Much is this is expanded material that is already covered in the free DMG Basic Rules PDF that Wizards of the Coast has made available on their website as a free download: http://dnd.wizards.com/articles/features/basicrules

For new DMs this section gives you everything you need to know to run a good session. It covers a lot of details but each section is very short and to the point.

We are further given a few optional or more advanced rules in this chapter including ways to adjust monster damage severity, as well as guidelines for using maps (grids or hexes, which is almost the default style of D&D combat) and how to determine the tactical aspects that come with it such as flanking to gain advantage and facing rules. There are rules for handling chases, stats for siege equipment, and two pages on poison including the details for some of the deadlier varieties.

Chapter 9: Dungeon Master's Workshop
This chapter presents the reasons this is the best DMG of any previous editon of D&D. Many optional rules are presented here and I hope this section is what inspires new DMs to see the beauty of 5th edition.

Much of this chapter is not material that is expected to appear at every game table. In true sand-box style, If you like or dislike something you read in this chapter, talk to the players and DMs in your group and as a group collectively divide which ones you think will work and which ones wont.

Proficiency dice replace the flat modifier in your traied skills. Instead you get a proficiency dice to roll when using skills you're trained in. It eliminate auto-success and allows you to try some crazy and wacky stuff knowing that if you roll really well it just might work.
Hero points are basically the 3e action points. You get a set number of hero points and when you spend one you roll 1d6 and add it to the check. You can also just cash in the points to do cool things including automatically stabilizing if you're dying.
Honor and Sanity scores. If you want to play a game with a traditional Asian feel or you want to port in your Call of Cthulhu campaign to D&D, now you have mechanics that will help you do both.
Healing and resting options allow you to speed up healing by using healing surges like we did in 4e and making a short rest take only 5 minutes. Or you can slow down healing making short rests 8 hours and long rests 7 days.
Firearms and Explosives are introduced here. Want to play a D&D game where your adventurer's are magically transported to a wold of 6 Guns & Sorcery? You got the rules right here. What about visiting the famous D&D world of Boothill? It has you covered. Plot points borrow heavily from FATE system (and that is a good thing). If you want something to happen or you want to change the scene as its unfolding, use a plot point. One interesting variant is to use plot points to change DMs mid-adventure. Initiative variations include doing group initiative for team heroes vs. team monsters, applying speed factors to individuals based on weapon type, and my personal favourite, making initiative a passive Dexterity check for everyone all the time.
So you have the Monster Manual but you can't find the exact monster you need? No problem. Now you can create you own monster. There is a 20-step procedure for making monsters that literally breaks down each line of a the monster's stat block. As you add each ability, power, or magical spell the tables explain how the monster's power level and CR change. This is the most in-depth monster creation I've seen in any edition yet it's quite simple and easy to follow. Experienced DMs will love this. You can even give monsters class levels and spell casting abilities.
Best part? You can create your own Magic Items as a DM!

Finally there are guidelines for adjusting what's already in the PHB including new sub-races, adjusting the classes and making your own backgrounds. The Eladrin and Aasimar, covered in previous editions of D&D, are both presented as example sub-races.
Appendix A: Random Dungeons

Quick and dirty rules for creating your own dungeons. There are 12 pages filled with tables allowing the DM to randomly roll up a dungeon in just a few minutes, (however, the DM can just as easy pick and chose from these tables if a less random approach is desired). It covers everything fom doors, stairs, the dungeon's purpose, to the state of the dungeon when the PCs arrive, to traps, and all kinds of dungeon dressing.

Appendix B: Monster Lists

Contains supplemental material and tables for the Monster Manual which do not belong in the MM (for DM's eyes only). Monsters listed by 11 different types of environments and monsters listed by challenge rating.

Appendix C: Maps

Quick and accessible sample maps for handy use on the fly. This appendix covers these in full, stunning color and detail.

Summary: This is the DMG to own. Even if you play Pathfinder or other Fantasy RPG this book is the quintessential Reference Manual for fantasy gaming and belongs on every essential reference library.

125 of 132 people found the following review helpful.
Probably D&D's best DMG, useful whether you're brand new or a veteran
By Sean
D&D has a long-standing tradition of putting out mediocre DMG's. My favorite example is 2nd edition's "Read through information that was basically copied out of the Player's Handbook, then only refer to this when you need one of the handful of tables unique to this book." 5e's DMG is a trend breaker, and is probably the best one they've put out to date.

If you're a new DM entirely -

This book is perfect for you. You may not agree with everything in it, but it's filled to the brim with advice on how to not only run the game, but also develop a world, build characters, create maps, handle currency, design deities, so on and so on. It has considerations for the different kinds of ways groups like to play the game (the hack and slash group vs. the roleplay group), and suggestions on how to cater to what your group of players may want to see. Most importantly, it emphasizes that your primary objective is having fun. It actively encourages you to change/break rules if you don't think you or your players will enjoy it, and has plenty of variant rules available in case you're not keen on making your own changes.

For actually running the game, it elaborates on a lot of systems skimmed over in the Player's Handbook. It adds new rules you may find to your liking. It gives you a handy system for balancing encounters to make sure you don't accidentally kill your entire party 30 minutes in. Basically everything you could conceive happening in your early sessions is probably covered at some point in the book. It not only explains what to do in X situation, but also covers reasons why X situation might come up in the first place. The whole book is clearly written not only to tell you what to do, but also to help you get into the habit of thinking like a DM.

It also has ~80 pages of magical items. Great if you either don't want to make your own or want inspiration and a point of reference for making your own.

If you're already a DM -

Still worth buying. Even if you're fairly set in your way as a DM, the read through the first part of the book, which primarily focuses on DM philosophy and how to design campaign elements, is at least interesting. Even if you're not interested in any of that, the added rules and rules variants are great for some of the aspects of 5e you may have found silly (fully healing after a long rest, anyone?) but couldn't be arsed to change yourself. Some of the added rules are designed with specialized campaign settings in mind, and I thought some of them were pretty interesting.

It's clearly written with a heavy focus on giving advice on how to DM, but regardless of your opinion toward that, it's still full of rules and methods of running 5e's system that the PHB simply lacks.

A quick list of gameplay content:
- The entire first part of the book is dedicated to building and running a campaign. I remember its suggestions on how to layout cities, as well as handle their populations and services, particularly sticking out to me. It covers pretty much everything. Story progression, interesting NPC's, a well-realized world, everything you really need.
- New rules, rules variants, extension of rules already in the PHB.
- How to handle certain "between adventures" activities your players might get into, like running a business or learning a skill.
- Tables for poisons, siege equipment, madness, etc.
- Making your own monsters (Comprised of 20 steps (6 pages) for creating their stats)
- Consideration for handling combat situations without a map, including an actual table for determining who is hit by AoE attacks (I'm always happy to see D&D not trying to force you to use a battle map for every single encounter).
- NPC creation
- Magic item creation and ~80 pages of magical items.
- Advice on how to handle pacing of exploration and combat, includes optional rules for massive combat encounters if you don't want to spend hours on them.
- Random dungeons (Have yet to use it, no idea if it's as hilariously stupid as Gygax's original).
- Monster lists based on their climate of preference and by challenge rating.
- Has some maps in the back. I don't know why you'd use maps in a book, but they're really pretty.

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Jumat, 28 Agustus 2015

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Global Science; Energy, Resources, Environment (Teacher's Guide), by John W. Christensen

  • Sales Rank: #4007155 in Books
  • Published on: 2000
  • Binding: Paperback

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0 of 0 people found the following review helpful.
excellent guide
By David Jackson
pruchased as a used booklet and it's condition was phenomenal.
The contents is work for environmental science 101 students but was an excellent
auxiliary text for the hard bound book.

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Deluxe Dungeon Master's Screen: A 4th Edition D&D Accessory, by Wizards RPG Team

The Dungeon Master’s best friend.

This accessory for the Dungeons & Dragons Fantasy Roleplaying Game is a beautiful addition to any game table and the ultimate aid for Dungeon Masters.
 
The four-panel screen is made of durable game board-quality card stock, with a lavish illustration on the outside and handy reference tables and charts on the inside. The landscape design allows Dungeon Masters to see and reach over the screen without difficulty. Dungeon Masters can keep their notes and die rolls hidden from the players while having all important rules information at the ready.

  • Sales Rank: #499852 in Books
  • Brand: Wizards of the Coast
  • Published on: 2011-02-15
  • Released on: 2011-02-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.80" h x .25" w x 8.50" l, .72 pounds
  • Binding: Hardcover

Most helpful customer reviews

64 of 64 people found the following review helpful.
A great buy for any DM
By Rolf M. Buchner
My litmus test for a DM screen is pretty easy: Could I have made something of similar quality myself in less than an hour at the same or lower cost? The answer in this case is no, I could not have.

Construction: 9/10

The DM screen is hardy cardstock. It's about 2mm thick and has the same hardness as the D&D hard-bound books. You could hold the surface with one hand and write on it with the other, it's not those floppy screens of old.

The screen is also in landcape mode rather than portrait. This means you can actually see over it to the battle mat. Always handy. :-)

I would have liked to seen some corner reinforcements, as those always get dinged up, but that's kind of a nit.

Content: 10/10

Every major chart I would want. Combat modifiers, common skills, standard DCs chart, Bend Bars/Lift gates chart, damage expressions, status effects. They're all here. Nice. Common diseases and poisons would have been a nice thing to add, but I use them rarely enough that I don't mind grabbing a book for those. Honestly the information on the screen will cover 99% of the things that I would want to look up. If I had this screen yesterday, I wouldn't have had to look up the jumping rules.

Artwork: 5/10

Purely a personal thing. The artwork is nice, but the halfling looks like an anime character and the displacer beast really needs to eat something. Both females on the cover are dressed in skimpy cleavage-baring costumers despite it snowing. Whatever. I didn't buy it for the artwork and it doesn't affect the main functionality of the screen, so I'm not going to knock any stars off for this.

Reviewer Bias: 10/10

For $10, you really can't beat it. I mean, seriously. If I were to photocopy and then cut/paste all this content onto similar material it would probably cost me right around the same amount, and it'd take tons more time than clicking the order button on Amazon. This screen will likely last a long time (barring major rules errata), so I expect to get my money's worth and then some.

Feature Wishlist:

I really wish that instead of static artwork on the outside they had made transparent pockets. I would love to be able to insert my own paper so that the players can look at a picture of the monster they are fighting, or a map of the game world, or a chart with the other PCs names, etc etc. I can achieve the same effect by using those industrial paper clips, but I don't want to mar the surface of the board. This isn't a huge complaint, and certainly not a dealbreaker, just something that would have been a nice feature.

I would have liked to have had the rules for escaping grabs (Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against
the creature or effect that immobilized you.). I always forget that in the moment, and it's not a ton of text. I'll just sticky-note it, so no big deal.

40 of 40 people found the following review helpful.
Updated DM Screen
By eparson
The Deluxe DM Screen will be very familiar to anyone who purchased the original Dungeons & Dragons Dungeon Master's Screen. It is made of the same hardcover material that can stand up to a beating, and retains the wide four-panel layout. For those not familiar with the previous screen, this screen is wide, with enough space to fit multiple sheets of paper comfortably behind it. It is made of a thick cardstock; the same type used for the covers of the hardcover 4th edition books, so it is sturdy and durable.

The real changes over the last screen are apparent when one examines the tables. Without getting into an Essentials vs. Non-Essentials argument, it is worth mentioning that the tables themselves are almost the exact same as the tables found on the flimsy screen in the Dungeon Master's Kit: An Essential Dungeons & Dragons Kit (4th Edition D&D). Therefore, this screen includes all the recent errata and the new Essentials-era take on damage expressions and DCs. There is a swap, however, with cover and concealment rules being replaced with skill challenge guidelines and charging rules. Whether this is a good change or not I suppose depends on the DM, but I personally find it to be for the better. I also much prefer the layout for common skill check DCs as opposed to those found on the original DM screen.

All in all, it amounts to an updated and reorganized take on the original screen, and one worth adding to your collection if you use the most recent take on damage expressions and DCs. It is not a world's difference from the prior screen, but it is large and durable with appropriate and beneficial style, layout, and content changes.

69 of 76 people found the following review helpful.
Nothing Deluxe about it
By Reecoh
This is the worst layout for a DM screen ever, in my opinion. They set it up sideways, so the screen is shorter in height and longer in width. It's 2 full 8.5" x 10.75" sheets, plus 2 8.5" x 8.25" sheets, one on each end. So, total size is about 38" wide and 8.5" high, with 3 folds. It has some different tables than you will find on the free screen that came with Dragon Magazine when 3.5 was released, but it's also missing info found on that screen. I was hoping for a 5 or 6 panel screen to really wrap around. I usually have 8.5" x 11" sheets I clip to the screen for adventure specific reference, but with this screen I cannot do that easily either. They included a D20 Modern screen setup the same way, which I have even less use for. Save your $ and make your own.

See all 74 customer reviews...

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Monster Manual 3: A 4th Edition D&D Core Rulebook (Dungeons & Dragons Core Rulebooks), by Mike Mearls, Greg Bilsland, Robert J. Schwalb

Iconic monsters for your Dungeons & Dragons® campaign

This core rulebook packs in over 200 new monsters to menace D&D® player characters. Classic monsters such as the derro, the mimic, and Lolth, Demon Queen of Spiders, make their first appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level, including deadly catastrophic dragons!
 
Monster Manual® 3 introduces a new monster format that offers more background and story material to inspire Dungeon Masters.

  • Sales Rank: #94338 in Books
  • Brand: Wizards of the Coast
  • Model: 25384
  • Published on: 2010-06-15
  • Released on: 2010-06-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.16" h x .30" w x 8.55" l, 1.80 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Monster Manual 3 Core Rule Book Dungeon and Dragons RPG by Wizards of The Coast

Most helpful customer reviews

29 of 30 people found the following review helpful.
MM3 is great
By MPH
I really enjoyed MM3. MUCH MUCH better than MM2. I agree that the encounter groups from the previous 2 books are largely useless, especially if you are a DDI subscriber. (the website has an online tool that allows you to craft encounters in a way that keeps the level right, etc.) Unlike MM2, there aren't too many wasted pages. (who needs, like, 10 different 'humans' in a monster manual?!) Also, many classics are back...Mimics, thri-kreen, lolth, gremlins, catoblepas, and so on. Some new cool additions are the catastrophic dragons (not solos, for some reason), and more psionic and primal flavored creatures.
The art is good, as usual, and the text is much richer, and better written than previous MMs for 4e. My only complaint is that they did recycle several illustrations from 3e. C'mon guys, illustrators/artists need work too.
The re-organization of the stat block bothered me at first...And id does bother me that I have all 3 MMs, and their stat blocks don't line up, so mixing encounters from all three books might be a pain. But, I do have to say, after reading through it, the new stat block layout makes more sense. Too bad they didn't think of that in the first place back in 2008. Oh well. Better late then never.
Bottom line: if you're new to DMing, and you just have the first 3 core rulebooks, skip mm2, and get this one.

0 of 0 people found the following review helpful.
Five Stars
By K W F
Son is really into D&D and really likes this book.

41 of 45 people found the following review helpful.
The best of the 4e MMs
By Zarithar
The edition of flavor/lore text is welcome, and the overall quality of the book is a huge step up from the MM2 in my opinion. Also, the stat blocks have been revamped making it easier to read. Gone are the useless "encounter groups" from the first 2 MMs. Instead, they give suggestions on what (if any) other creatures the beast in question might be found with.

Some old favorites make their return: Mimics, cloaker, catoblepas, etc. I guess my only minor complaint concerns adding yet more flavors of some monsters (do we really need more beholders??) but again, even these are well presented and I am sure many do see the need!

The artwork is also a step up from that found in the MM2, with no recycled art that I am aware of.

An excellent book.

See all 29 customer reviews...

Monster Manual 3: A 4th Edition D&D Core Rulebook (Dungeons & Dragons Core Rulebooks), by Mike Mearls, Greg Bilsland, Robert J. Schwalb PDF
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Selasa, 25 Agustus 2015

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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement), by David Noonan, Will McDermott, Stephen Schubert

The essential handbook integrating war and battlefield action into D&D® play.

Heros of Battle™ provides everything one needs to know to play a battle-oriented D&D campaign. Players can build military characters with new
feats, spells, uses for traditional spells, and prestige classes. Information is
given on tools specific to the battlefield, including siege engines, weapons,
magic items, steeds, and other exotic mounts. Battlefield terrain aspects are
discussed with plenty of illustrative maps and new rules. Specific types of
battlefield encounters are discussed in detail, and the book provides specific
detail on designing battlefields.

DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring
Races of Stone™ and Unearthed Arcana™.

WILL McDERMOTT, former editor-inchief of Duelist and TopDeck magazines,
has written a number of articles for Dragon® Magazine, but is known
primarily for his fiction in the Magic: The Gathering™ universe, including
the novels Judgment and The Moons of Mirrodin.

STEPHEN SCHUBERT is a freelance writer whose previous credits include
articles in Dragon Magazine.

  • Sales Rank: #315163 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-05-15
  • Released on: 2005-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .65" w x 8.60" l, 1.60 pounds
  • Binding: Hardcover
  • 160 pages
Features
  • Used Book in Good Condition

About the Author
DAVID NOONAN is an RPG designer/ developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring Races of Stone™ and Unearthed Arcana™.

WILL McDERMOTT, former editor-in chief of Duelist and TopDeck magazines, has written a number of articles for Dragon® Magazine, but is known primarily for his fiction in the Magic: The Gathering™ universe, including the novels Judgment and The Moons of Mirrodin.

STEPHEN SCHUBERT is a freelance writer whose previous credits include articles in Dragon Magazine.

Most helpful customer reviews

48 of 50 people found the following review helpful.
Finally have a name for it...
By Liz
I have been running adventures for D&D for years that follow more the style of game represented herein, not delving into dungeons on a regular basis but rather encounters in the world. A battlefield campaign is a great idea and Wizards did an excellent job of giving guildlines and rules for running these. The section on victory and recognition points, as well as promotion and decorations is by far my favorite out of this book. While not terribly large for a hard-back this book is packed with information ranging from the 60-minute army to a few new prestige classes (all five-level and very useful) and some new magical items and weapon/armor properties.

If you want to run a game of D&D that doesn't focus on crawling around in ancient ruins or goblin-holes all the time, but instead focuses on the glory and frightfulnes of war and surface skirmshes then this will be an excellent adition to your gaming books.

20 of 21 people found the following review helpful.
A worthwhile investment
By Anglobotomy
I give this 5 stars because its one of very few DnD books by Wizards of the Coast that's come out in the past two years that I read from cover to cover. It interested me. A lot of the other titles they've released lately have been the sort of material you pick and choose; sometimes avoiding large sections of altogether, like the race books they released earlier this year. So I guess I'm rating in comparison to other DnD books.

It's not the most amazing or ground-breaking stuff, but it's a different take on the game than most of us choose to use. I guess it was inspiring to me. I've been DMing now for about 20 years, and though I've done a lot of what's in this book on my own at times, I really enjoyed reading it, and I think this book needed to be produced for those who want to run a battle based campaign and didn't know where to start.

A warning, though. If you're looking for feats, races, classes, prestige classes, etc.... this is not that type of book. That being said, I'm glad. Most other DnD books of late have been only those things with a little fluff to make it all part of a theme. This book is good for any DM.

13 of 13 people found the following review helpful.
A creative and insightful resource for D&D
By B. Allen-Trick
I'm sure I'm not the only one who thinks there's nothing more epic and exciting in a RPG than war. Well this book does a pretty good job of laying the groundwork for a campaign based around battles. It's not all straightforward battlefield stuff either, a lot has to do with different tactics during war.

Things like cutting the enemy's supply lines, battlefield espionage, siege weapons, arrow volleys, etc. It also has what is definitely the best and simplest system for battlefield morale that I've seen (and it's compatable with the D&D miniatures rules) and explains how Leadership and one's rank in the military play into things.

Most of the feats and prestige classes are boring (though the combat medic is excellent) and some of the spells are very interesting. Overall it is an excellent resource.

The only reason I am giving it 4 stars is that it's all very situational, and in a standard campaign none of this will get used. For a campaign that involves medieval warfare and big battles, it earns its pricetag, which I can say for less and less of WoTC's product line of late.

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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement), by David Noonan, Will McDermott, Stephen Schubert PDF
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!! Fee Download Magic the Gathering: Judgment (Odyssey Cycle, Book 3), by Will McDermott

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Magic the Gathering: Judgment (Odyssey Cycle, Book 3), by Will McDermott

The time has come.

Every powerful wizard and fighter on the continent of Otaria wants one thing: power. One artifact can give them--undeniably--that which they seek, and nothing will stop any of them from possessing it.

But in the end, only one can have it, and his actions will determine the fate of the world.

The day of judgment has arrived.

  • Sales Rank: #1229915 in Books
  • Brand: Wizards of the Coast
  • Published on: 2002-05-01
  • Released on: 2002-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: .90" h x 4.24" w x 6.84" l,
  • Binding: Mass Market Paperback
  • 320 pages
Features
  • Great product!

About the Author
WILL MCDERMOTT has written strategy guides for the Magic: The Gathering and several Magic: The Gathering short stories. He lives in upstate New York.

Most helpful customer reviews

3 of 3 people found the following review helpful.
Good Book
By The Association
This was a good read and a good conclusion to the Odyssey Block.

The book picks up right where Torment left off - Chainer is dead and Cabal City is in ruins. Kamahl has finally come to wield the Mirari, however his designs for it are not necesarily good ones. He disguises his designs for power by deluding himself into believing that he is the one to unite his people, since he wields the Mirari. As the book progresses however, it becomes clear that Kamahl has been driven practically insane by the power of the artifact and his desire for control. Will he return to his senses? You will have to read to find out! Meanwhile, Laquatus, foiled again by Empress Llawan in his attempts to get the Mirari for his own personal benefit, remains stuck in his portal prison. That is, until one day, when he discovers one of the infamous sub-continent tunnels which leads to his escape. With Laquatus up to his old tricks again, the continent is once again in for a vicious cycle of lies, false alliances and deception.

While the book is good and the plot intriguing, it does have its dull and confusing moments. Therefore, I have to rate it only four stars. However this was an excellent conclusion to the Odyssey Block and, as always, leaves us wondering, "What next?"

3 of 3 people found the following review helpful.
Not as interesting as Chainer's Torment
By Lim Keith
The book gives and ending to the Odyssey Cycle. It does its job dutifully, and brings the whole story to full circle. However, it doesn't impress me particularly with the story nor the writing. This is not to say that it is bad, but it is not excellent either (hence the 3 stars). The ending is again kind of sloopy (like Chainer's Torment), and doesn't really explain what happens next for Kahmahl or Jeska. I guess it will have to continue in Onslaught.

1 of 1 people found the following review helpful.
An Excellent Finish
By Kendra Smith
Way back in the days of the Odyssey block (hard to believe it's been so long) I got this book in a fat pack I'd bought. The cards were alright, I still use the spindown counter frequently, and I read through the player's guide dreaming I'd one day have some of the cards listed in it. But what pulled me in was this book. It was the first Magic book I'd ever read and I'd picked it up more as a way of killing time when I had to go to my brother's little league games.

After the first chapter or two though, I simply could not put the book down. I still think it's one of the better Magic books I've read. I later got Chainer's Torment in the hopes that it might clear up some of the confusion I had by coming into the book so late, but I found that book to be a disappointment. McDermott offers plenty of wit in his characters and makes them work well with one another and weaves a good tale. This was my first and still is probably my favorite Magic book I've read to date, the other being Moons of Mirrodin, which also just happened to be written by McDermott as well. It's a pity that, as far as I can tell, he's only written two books for the Magic series.

It's been so long that I just barely remember the details, but needless to say it's one of the few books that I had which I wore out so much by reading it as much as I did.

If you're a Magic fan, particularly of the books, I'd recommend giving this book a shot.

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Magic the Gathering: Judgment (Odyssey Cycle, Book 3), by Will McDermott PDF
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Senin, 24 Agustus 2015

# Get Free Ebook Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion), by Wizards RPG Team, David Noonan, Robert J. Schwalb, Chris Sims

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Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion), by Wizards RPG Team, David Noonan, Robert J. Schwalb, Chris Sims

New options for fighters, rangers, rogues, and warlords.

This tome focuses on the martial heroes: characters who rely on their combat talents and keen wits for survival.

This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.

Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

  • Sales Rank: #438030 in Books
  • Brand: Wizards of the Coast
  • Model: 21789
  • Published on: 2008-11-18
  • Released on: 2008-11-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .50" w x 8.55" l, 1.46 pounds
  • Binding: Hardcover
  • 160 pages

Most helpful customer reviews

74 of 75 people found the following review helpful.
Not perfect, but a useful expansion
By Scott Schimmel
Martial Power is a sourcebook for 4th edition Dungeons & Dragons that offers more powers, feats, paragon paths, and other options for the martial classes: fighters, rangers, rogues, and warlords. It is not a stand-alone book; it builds on what's presented in the Player's Handbook.

Martial Power is 180 pages, and the production values seem pretty good. The font, layout, and general format is very close to that of the core rulebooks, keeping things consistent.

The content is laid out in an orderly and logical fashion: there's one chapter dedicated to each of the four classes, plus a fifth chapter that deals with feats and epic destinies suited to martial characters.

Each of the class chapters contains one to two new build options. The new fighter builds, for example, are the berserker-style bloodrager and the two-weapon-wielding tempest. Each contains a pretty broad assortment of new powers, usually between 4 and 6 at each level (and of each type, for level 1 powers).

Each contains a few flavor-text sidebars, which range from the interesting and thought provoking (Signature Weapons, Fighters in the World) to the banal. These take up very little space, though.

Finally, each contains a dozen new paragon paths suited to its class. The quality of these varies, but each class has at least a few that are both intriguing and broadly useful across many styles of game.

The fifth chapter contains dozens of new feats of all character levels, plus ten epic destinies, the quality of which likewise varies.

For the most part, the content lives up to its promises. There are a few bizarre and unexplained decisions -- why, exactly, do human fighters excel at wild, panicked swings, and dwarves excel at the shield bash maneuver (but not the shield slam maneuver)? For the most part, though, the design seems solid, and the book does add some much-needed options, including the beastmaster ranger and a rogue paragon path that's among the best D&D treatments of the swashbuckler I've seen.

The biggest weakness is the lack of any index. Coupled with a very minimal table of contents, it can be somewhat difficult to find a particular feat or paragon path you're looking for. The presence of a thorough index would make this book much easier to use. And that's a shame, because the content is relatively strong.

Overall, I think this book is a success. I expect to allow much of the material in my game. It could have been better -- but if the rest of the books in the Power line are this good, I'll buy them and have no regrets. It serves my needs, and if the content needs a little vetting, I expected as much -- that's no different from those supplements for earlier editions.

32 of 33 people found the following review helpful.
Adds options to the martial classes.
By Jessie Scott
The Martial Power Handbook does exactly what it says it does: expands the core martial classes giving them more options. Each class is given two entirely new builds - with the exception of the ranger.

I would say that each class has a fairly good new build, and a passable one. The Ravager for the Warrior is an interesting take and has nice abilities. The Tempest, I felt, was just the Two Weapon Fighting style from Ranger pasted onto the Warrior. It's nothing new.

The Ranger only gets one new build: The Beastmaster. This build is a wonderful addition to the classes. Companion pets were bound to be implemented in some way eventually, and I think they did a decent job with how it was done. Anyone desiring to take a beast companion will have to focus on the new build though, which means eschewing previous options to optimize the build.

I was hoping for more for the Rogue. The Aerialist is a decent build for mobility, being able to slip into the perfect position through powers. It really plays on the strengths of movement and tactical advantages. Ruthless ruffian I wasn't too happy with as it didn't really expand anything that couldn't have been done with feats alone. Maces and clubs are added to the list of weapons that the rogue can use as if they were light blades, in addition to getting new use from the intimidate skill. It feels gimmicky.

Now, the Warlord has two very different, but very interesting new builds. The new builds are more tactical and create an interesting style of play. The Bravura is a danger-seeking risk taker. By putting him/herself in harms way, they opt for the chance to tip the odds in the player's favor. Coax the enemy into attack so another ally can attack, have the enemy advance on you, and rush through enemies to heal allies. The other build is a more resourceful one, seeking to play at adapting strategically to each situation and not taking huge risks of safety.

Along with the new builds comes new Paragon and Epic tier builds. There are many paragon tier paths, and I found some of them to be mundane or unnecessary. However, others may enjoy them. There were far too many for my liking however. Epic tier introduced a few new interesting paths as well. Again, some may find them too mundane or needing specific circumstances.

The new feats included a few that were nice, but many of them were supplementing the new builds as expected. Overall I was not impressed with the new feats, but some of them certainly are a welcome addition. Included are new multiclass optional feats as well relating to the new builds.

This book is exactly what it claims to be. It offers enough new, good options that I would recommend it. Since 4th Edition is still in it's infancy, it's nice to have more options to make versatile, interesting builds. As with any supplement, however, I would highly recommend thumbing through this at a book store to see if it's worth a purchase.

17 of 20 people found the following review helpful.
filler free book-o-options
By James D. Mcalear
Look I'm not gonna lie to you people. I bought this book for pure crunchy player options.
Its not that I'm a power gamer, my games are very story centric, but lets face it after 15 years of playing DnD do I really want to pay for chapters on "how do fighters/rangers/thieves fit into your game?", or reams of random premade dungeons or strongholds like in many previous class splat books?
Hell no i don't want to pay for that nonsense, and if this is the new dirrection of 4th ed I wont have to unless i want to. Frankly this fact alone is enough to give this book four stars out of shear joy of lack of filler content.
But seriously, whats in this filler free volume is actually pretty sweet to. Tons of interesting ways to set your character apart. Yes, you could always do this with roleplaying (and lord knows if you dont your missing the point), but lets face it, its always nice to have rules that help reflect/express your characters background, style, and personality.
It has a pretty large selection feats, powers, and paragon paths for all the martial characters, personal faves include the blade banshee paragon path, the pole arm based warlord path, and the coolest epic destiny ever-the godhunter. I was a bit let down by the beast companion rules for rangers though, as i felt they are needlessly complex (I'm still not sure I get them lol.)

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Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion), by Wizards RPG Team, David Noonan, Robert J. Schwalb, Chris Sims PDF
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