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Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition

Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
MSRP: $34.95
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Manufacturer: Wizards of the Coast
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Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition Features

ISBN13: 9780786948802
Condition: NEW
Notes: Brand New from Publisher. No Remainder Mark.
 

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Additional Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition Information

The third of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Dungeon Master's Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.

 

What Customers Say About Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition:

I will order again from this business I choose this company for gaming books over their competitors because they didn't charge me seperate shipping for each item I ordered, but allowed entire order to be shipped together during ordering.

Nothing here because this is written to be a computer game without the computer.WOW effect -- They even use common reference points for computer game characters to identify each of the classes.Combat is the only thing -- No actual additional roleplaying needed. It becomes the flavor of the game. They not only decimated them but also walked through monsters who were suppose to be their challenge rating with no problem at all.Cookie cutter characters -- Build optimizers awayLack of Flavor -- Gaming mechanics are always odd they have distinctive pieces that make them work.

I am still running a 3.5 campaign where we advance the story slowly. This is the one of the best things I have found in the new DND.Dragonborn -- Dragons are cool and this gave a friend a way to play one that was allowable and not extremely onerous.Changeable feats over time -- feats make sense early make no sense later.The Meh:Fast paced -- slows down once you get more then 4 people. I have played DND in some form or another for over 20 years.

Everyone can always do something and feel like the can contribute to some extent.Setting -- It is not a good point and is what you make of it.Cinematic -- Not everyone wants it to be cinematic but WOTC thinks you do.The Bad:Overpowered -- Someone proved on straight rolls with a base character class you could single handedly take down a dragon in effectively one turn.Overpowered -- I consistently threw higher level beasties at my group as we were going through an adventure. Wave after wave of monsters attack and you kill them.Eventually boring -- We still play then 3.5 edition game because it is much more compelling even through the mechanics.WOTC needs to put out the relevant creators so all you would have to do is plug in your party stats and they could pump out round after round of action kills.Pathfinder continues the path of 3.5 and is a worthy successor and Burning Wheel is very different mechanic set. I will soon be asking my players if they would like to switch to a new system to continue their advancement or stay in 3.5.

4.0 is not and shall never be very good.The Good:In line prestige classes -- I always wanted to advance my character and add a prestige class that gave more powers but still advanced my base character class.

Welgome to the economic logic of (y)our countr(y)ies - actualy I'm brazilian, what explain my very "so-so" (not to say that is a murdering of J. They want money. The new thing is that what I call ORGANISATION.

Principally for the beginners, what maybe could cause a negative reaction, for experienced players wanted anxiously new material full of news. The people of wizards have scored a point on that: the mistake in older editions was the density of rules, all of them scarcely explained. It's a good book, indeed.

There is something new in 4th edition (look at the keyboard and you will could understand a joke: "$th edition"): nothing in classes, races, mechanics, etc. Joyce's language) english. And what they saw.

The same old rules expanded, tough very well explained.

It doesn't tell you what to do, it tells you what you can do. However it does contain information on the defualt setting of D&D and if you want to make your own adventures its not neccesary, but definetely heplful.All in all the book does what its supposed to do: guide DM's. If your looking for rules, then this book isn't for you. In fact if you use published adventures it isn't even neccesary.

I read it cover to cover and I feel like it is the best guide on how to run a role-playing game that I have ever purchased. I have purchased all of the books needed to run every edition on D&D since 2nd, and this is by far the best DM's guide that they have ever made. Instead of an insane amount of rules and regs, the book tells you how to actually run a game, how to keep your players interested, how to run different types of games, and how to make sure the game is fun.

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