Customer Reviews:
Showing reviews 6-10 of 49
DM May 25, 2007 Bethany Gonzales 2 out of 3 found this review helpful
My boyfriend's birthday was coming up and instead of just getting him a steak dinner and some electronic device, I decided to get him something that was a little more exciting. DM's Guide. He wants to start a game this summer and this is a must so I bought him a couple books and we are on our way. Nothing says I love you and I want to be with you a long time than a Dungeons & Dragons book. (plus it arrived the next day -it was great)
I Have Nothing Bad to Say About this Book May 10, 2007 Robert J Defendi (Eagle Mountain, UT USA) 1 out of 1 found this review helpful
Pros * Increased detail in the Adventure's section. Encounter charts, for example. * The inclusion of a section on the planes. While this has little use for those who own Manual of the Planes, it considerably opens up the options to d20 companies. * Epic Level rules, while simple, open up characters above 20th level to other game designers. * Many additional prestige classes. While most of these are published elsewhere, their inclusion here (and therefore in the SRD) means that game designers can now include arch mages and duelists (to name two examples) in their d20 products. * Many great changes in the magic items department. They gave Adamantium a purpose, finally, made certain magical properties effect only the price of an item, not its overall plus. They fixed the price of skill bonus items, as well. * Inclusion of templates at the back of the book allow for more ease of play, were miniatures are involved. Cons I have nothing bad to say about this book.
POSTING INTENDED FOR DMG 2 NOT CORE RULE BOOK DMG April 14, 2007 Michael Demeritt (Castaic, CA USA) 1 out of 8 found this review helpful
Sorry readers of reviews. This review was meant to be attached to DMG 2, not the core rulebook DMG, which is an excellent work. Sorry for the confusion. Dissapointing is an understatement. There is not a bit of information in this book that would not have been better placed in Dragon magazine. It's useful to some extent, but most players view hardback books as "cannon" and softback as "suggestion" - and everything in this book is in the catagory of suggestion. No DM should be held to anything in the DMG-2. You can agree to adopt some of it's good ideas if you want to, but this is not golden enough to justify the price tag. If you want it, get it used, and don't spend more than $10.
Dungeon Master's Guide: Core Rulebook II January 16, 2007 M. Baratta 1 out of 4 found this review helpful
Just the right book for my grandsons. They were delighted to get it and know more of the content of it than I do. Thank you for your services.
A must for DM and an excellent tool for PCs January 4, 2007 Ryan D. Marquardt (Ames, IA United States) 1 out of 3 found this review helpful
This tool is really a must for any dungeon master and is a good tool for any player character. It after all has most of the magic items in it and describes how to go about making them. Even if you don't plan to DM it is a major piece of the whole package that one should really own.
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