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9 of 9 people found the following review helpful:
5.0 out of 5 stars
Proof that a role-playing game can evolve and improve., 11 Oct 2000
This review is from: Dungeon Master's Guide CORE RULEBOOK II (Dungeons & Dragons 3rd Edition) (Hardcover)
Well, the 3rd edition of the DMG is a turn-up for the books! Firstly the layout of the book is a big improvement ove the 2nd edition issue. The artwork is more 'gritty' than before, and certainly more entertaining; see page 9 for an example. The authors have obviously taken opportunity to polish-up the rules, which makes buying the 3rd edition worthwhile. Rules about Player Character (PC) monsters and the new prestige classes, mean that creating and playing PC's is now more unique to each player. The rules for creating magic items has been standardised, meaning that the variety of magic items is greater. For example, a Holy Composite Longbow anyone! Making characters spend experience points in creating powerful items should balance the game. Overall I feel it's worth buying the 3rd edition. Having first bought the original red D&D boxed set in 1979, I am pleased that the game is evolving and improving over time. It's a pity that you just know the publishers will soon be bringing out dozens of the thin books about Elves or Dwarves...
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8 of 8 people found the following review helpful:
4.0 out of 5 stars
Excellent!, 3 Oct 2000
This review is from: Dungeon Master's Guide CORE RULEBOOK II (Dungeons & Dragons 3rd Edition) (Hardcover)
The book is what you would expect from a DM manual but what I like best about it is that it takes away a lot of the ambiguity out of things like Energy Drain, Darkvision, Ethrealness etc. Most gaps left open in previous editions seem to be plugged so not even the most troublesome player is able to find a way to beat the rules. The campiagn ideas are useful as well as the adventure ideas. I noticed that the map they used was the same from the original 1st edition AD&D DM manual. This brought a smile to my face. Prestige classes look good and I like the idea of distinguishing between adventure classes and non remarkable classes such as the warrior and the adept. Included also in this chapter is an excellent system for rolling on-the-spot NPCs. Overall a good book. I only give it four stars because I'm mean....which is why I'm DM.
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4 of 4 people found the following review helpful:
5.0 out of 5 stars
Just what I've been looking for!!, 18 Mar 2001
By A Customer
This review is from: Dungeon Master's Guide CORE RULEBOOK II (Dungeons & Dragons 3rd Edition) (Hardcover)
this is incredibly useful and easy to read. the systems inside are easy for first time gamer's(such as me)to under stand and allow a more complex and imaginitive view of the game than what is given in the player's manual. The priestege class's are brilliant giving more and more complexity to my characters (my shadowdancer for example) and the characters of the other playersm, this book is class!!
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