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Dungeon Master's Guide II: Rules Builder Series (Dungeons and Dragons v3.5 Accessory): 2 ("Dungeons & Dragons")
 
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Dungeon Master's Guide II: Rules Builder Series (Dungeons and Dragons v3.5 Accessory): 2 ("Dungeons & Dragons") (Hardcover)

by Jesse Decker (Author)
2.5 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover: 288 pages
  • Publisher: Wizards of the Coast (July 2005)
  • Language English
  • ISBN-10: 0786936878
  • ISBN-13: 978-0786936878
  • Product Dimensions: 28 x 21.4 x 1.2 cm
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 386,176 in Books (See Bestsellers in Books)

    Popular in this category:

    #90 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons

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Customer Reviews

2 Reviews
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Average Customer Review
2.5 out of 5 stars (2 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
62 of 63 people found the following review helpful:
4.0 out of 5 stars Useful, but far from vital, 3 July 2005
By alekto72 (London) - See all my reviews
(VINE VOICE)   
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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2 of 2 people found the following review helpful:
1.0 out of 5 stars Do Not Touch With 10' Bargepole, 7 Sep 2007
By E. Perkins "spideredd" (Suffolk, England) - See all my reviews
(REAL NAME)   
I found this book to be Disappointing.

Out of all of the chapters there are only two that I found to be of any use. and they were Chapter 3: The Campaign and Chapter 7: Magic items. Of those two chapters, I have come to expect magic items in a Wizards book and Chapter 3 is only useful when creating your own world.

As for the rest of the book, the first two chapters revist the dungeon masters guidebook, as is to be expected, and give advice, but this advice is rambling and often not needed as a DM will generally know his party and how he wants to set his adventure.

The remaining three chapter include yet another example of a city, some NPC archetypes and some random advice on characters.

Most of the book gives advice on almost instinctual matters

What I was expecting was either an advanced Dungeon Masters Guide, or some usable in game mechanics.

Now that 4th edition is on the way, I may just burn mine.

Do Not Use
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