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62 of 63 people found the following review helpful:
4.0 out of 5 stars
Useful, but far from vital, 3 Jul 2005
The DMG2 contains a collection of information from the depressingly banal to the actually quite useful. Unsurprisingly given the title, it's written very much for the DM, but there are a few sections that players could find relevant covering such things as optional rules covering for example teamwork benefits and PC organisations amongst others.For DMs there are a number of ideas of things to add into adventures they are running from adjudicating attacks by mobs, to odd locations for encounters with suggestions how to run them: flooding tunnels... burning buildings... lava flows... as well as rules for magic nexus points which may grant abilities to people who access them. There is a considerable amount of extra stuff for magic items such as signature traits, weapon and armour synergy abilities, and yet more additions to the ever growing lists of magic rings, wondrous items etc. Perhaps of more interest are templates relating to the origins of items, granting minor specific traits depending on the group that created them: feycrafted, hellforged, githcraft etc. A fair sized, mostly generic town is written up in useful detail including a few sub plots and adventure hooks. And finally they have got around to writing down a few pages on designing and, more importantly, balancing prestige classes. Unfortunately alongside this is a fair amount of padding with many pages going through how to recognise various styles of play, categorising types of players and offering hints on communications skills for DMs. Of slightly more use is a broad brush interpretation of the functioning of medieval society but very much edited for D&D purposes. In short, the DMG2 contains a number of useful aspects and ideas, but is a long way from being vital.
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