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Dungeons & Dragons Dungeon Master's Guide: Core Rulebook 2, v.3.5 Hardcover – 1 Jul 2003

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Product details

  • Hardcover: 320 pages
  • Publisher: Wizards of the Coast (1 July 2003)
  • Language: English
  • ISBN-10: 0786928891
  • ISBN-13: 978-0786928897
  • Product Dimensions: 21.8 x 2.2 x 28.3 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (14 customer reviews)
  • Amazon Bestsellers Rank: 157,282 in Books (See Top 100 in Books)

Product Description

Synopsis

Offers tips, advice, and strategies for creating worlds and adventures that players can enjoy while participating in the roleplaying game.

Customer Reviews

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Most Helpful Customer Reviews

19 of 19 people found the following review helpful By "matshelgeholm" on 11 Aug. 2003
Format: Hardcover
The book in whole is written for DM’s, the controller of the game, and it contains rules, and smart ways to make the game flow easy and fast, and make the game fun for players. It also describes the way to make NPC’s, Magic Items, and other things that the Players Handbook don’t cover.
This is a great update for any DM in Dungeons & Dragons. It is filled to the brim with great ideas and fantastic artwork. For people who would like to start of role-playing, I can recommend this book wholeheartedly. If you on the other hand, already have the 3.0 core books I don’t know if you need to update. It all depends how much Wizard of the Coast material you use in your campaign.
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14 of 14 people found the following review helpful By Amazon Customer on 31 July 2004
Format: Hardcover
The dungeon masters guide 3.5 has got to be th ultimate tool for DMs of any experiance. Unlike the version 3 DM guide all the information in the new version is easy to understand and sectioned out well. The artwork is very good although quite scarce compared to other d&d books. This book does not explain the basic rules and does not give any monsters to use, so the players handbook and the monster manual are also required. Overall I think that version 3.5 is a very worthwhile upgrade even if you already own other 3e books.
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20 of 22 people found the following review helpful By "silver_swine" on 21 Jan. 2004
Format: Hardcover
As a DM and a campaign author, I find this book pretty indispensable. Whether you play D&D or not you'll find this an interesting read: there are magic items, prestige classes (special, powerful classes that characters can 'multi-class' into as they develop), NPC tables and NPC classes (aristocrat, adept, expert etc), a chapter on generating towns and villages (and their centre of power), a new section on traps (how to design them etc), poisons, clarification of some of the special 'conditions' mentioned in the accompanying players hand book (incorporeal, invisible etc). There's also a new chapter on the planes.
Inexperienced DMs may also like the sections about how to run a campaign, and deal with the players. If you're looking for some adventures, I'm converting my own campaign into downloadable documents.
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By cosmicguen on 14 Jan. 2008
Format: Hardcover
As a seasoned gamer, my career beginning back in 2nd edition AD&D where the rules were weird enough to melt your brain, the 3.5 revision is a godsend.

Everything the 3.0 Dungeon Masters Guide had, the 3.5 improves upon. Everything is easier to follow and understand, Non-Player Character classes (commoner, warrior, etc) are expanded upon, as are the magic items, prestige classes, and rules for creating all these things. Everything you need to know to build your world is here. From extreme weather and temperature effects, to ideas for new adventures, or how to build anything from a village to a kingdom, this book even touches on planar travel and sea-going adventures among other things too numerous to list here.

The advice on how to run games and NPC's to better effect, and how to help new (and old) players to enjoy their games and their characters as much as possible is really indespensible, as are the addition of 'organisations' and 'guilds' and how to create your own versions of these.

Yes, this book is centred around the Dungeon Master, the creater and master of the campaign, but it can be of immense value to everyone at the table because of the sheer volume of information contained within.

All in all, if you're thinking of upgrading to 3.5, or you're using the old Dungeon Masters Guide in your 3.5 games, I highly recommend you go for your wallet and shell out the cash on SECOND HAND copies of these rulebooks. I'm only giving 4 stars because the RRP for something that is, essentially, a clean-up of the old rules, is a little high. Second hand, though, I'd say it's worth it.
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Format: Hardcover Verified Purchase
The book itself is amazing as it has literally everything you need to set up a Dungeons and Dragons Dungeon. it has floor grid, selection of sample furniture and scenery and then inside the book it has the rules for near enough every eventuality. its worth the cost by a mile and i would recommend to anyone else starting to DM for their group.
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By Paul Owen on 10 Nov. 2007
Format: Hardcover
I had been skeptical about changing to 3.0 or 3.5 edition after being a 1st/2nd edition player/dm for so long. I can only say "What an improvement". It really brings the rules down to a point and improves a lot of them including the cumbersome proficiency rules of second edition. A much neater game and I'm glad I've switched!
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Format: Hardcover Verified Purchase
This product was in Excellent condition and was exactly how it was described by Amazon and it came on time and I did not have to weight long at all for the delivery that is why I give it 5 stars.
I would highly recommend this product to anyone who wishes to play the 3.5 Dungeons and Dragons Game.
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