I normally don't read books, but once I started reading those, I was just consumed by them. How did she get it, and when? The art is good and it covers a little of everything, so you do have not just world building but magic items, alternative rules you can add to change the way the game runs. There are some really good topics covered here- world building, encounter building and so on. This has enormous potential, but would require a fairly experienced group. Experience point values for monsters, the effects of magic items, even simple rules for movement remained the purview of the game-master. Of course, even the most beautiful rulebook — which this one is — ultimately succeeds or fails on the basis of its gaming content. The illustrations are so glorious they have to be seen to be believed.
Chapter 6: Between Adventures What happens when your adventurers are not saving damsels or slaying dragons? So having a chandelier fall and inflicting a burst attack or swaying a rope bridge and knocking your enemies off. When I run games I like to have this beside me, although I rarely use it for anything other than loot tables and magical items. Some pages were damaged from having metal paperclips used to bookmark them. Do not be surprised if the book is in worse condition than what the pictures and descriptions show. There are also good options presented on attuning items, identifying items, and cursed items.
But you likely already knew that. Also included after all the descriptions of magic items are details for sentient items and good old artifacts. It explains methods for making your encounters more exciting, discussing motivations, objectives, pacing, terrain, movement, traps, and at the end includes a sample encounter that demonstrates all these different elements brought together. The Magic items section in particular had me grinning like a schoolboy, reading through the classic adventuring treasures alongside some new entries. The fourth chapter deals with customizing monsters, including more elite and class templates. In summary, the art in this book is fantastic, starting with the great cover.
There are rules for handling chases, stats for siege equipment, and two pages on poison including the details for some of the deadlier varieties. Cleric can chose the Death Domain and the Paladin can choose Oathbreaker. There are lots of tables that present numerous options detailing the different types of adventures, complications like plot-twists and side quests, how to create encounters with a strong focus on objectives and monsters, and how and when to use random encounters. There is a 20-step procedure for making monsters that literally breaks down each line of a the monster's stat block. Monsters listed by 11 different types of environments and monsters listed by challenge rating. This is the most in-depth monster creation I've seen in any edition yet it's quite simple and easy to follow.
I'm glad I own it, and it's added a lot of fun and flavor to the game, but by no means is essential reading. Hero points are basically the 3e action points. You can also just cash in the points to do cool things including automatically stabilizing if you're dying. Firearms and Explosives are introduced here. These are a collection of about a dozen different themes you can use to add flavour to your encounters, such as Lolth's Chosen or Orcus Cult.
Most items have full colour pictures which always makes an item seem special. There are several stains and minor tears in the product, as well as knicks and bruises on the cover. But for a product of its age, and at the price I paid, I am quite happy with it. Proficiency dice replace the flat modifier in your traied skills. The drawings spread across a third of every page, luxurious close-shots with nary a character in sight, making it plain that these are not mere accessories, but truly objects of sorcery and enchantment.
An ancient world, governed by gods, occupied by monsters and magic—and filled with unforgettable stories. I predict we will see a future supplement covering these. . These include things like blessings, medals, land, favours, strongholds, and training. Overall, I highly recommend getting this book if you're even slightly interested in being a Dungeon Master.
Appendix A: Random Dungeons Quick and dirty rules for creating your own dungeons. Also there are 20 pages spent on detailing Sigil City of Doors; which provides a default base camp for Paragon characters. After a very brief overview of how to use traps, there are 11 great sample traps. Much of this chapter is not material that is expected to appear at every game table. You got the rules right here. Gaining Renown: Want to rise through the ranks of your faction? Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.
The illustrations range from great to okay to 'meh', but they generally fit the tone. Initiative variations include doing group initiative for team heroes vs. A legendary sword takes five decades to craft. Unfortunately, some sellers on here do not use pictures of the actual book they are selling and fail to properly describe the damage the book has in the text descriptions as well. If you want something to happen or you want to change the scene as its unfolding, use a plot point. Great artwork, helpful charts and discussion.
If you do a good job players will stay and your campaign will last years, if you don't it dies and you can't blame crummy rules made up by writers you have never met. But a friend told me they were only coming out with the 3 main books and were planning on making money selling pre-made adventures, so I tried it as a player in his campaign. It eliminate auto-success and allows you to try some crazy and wacky stuff knowing that if you roll really well it just might work. Fifth chapter deals with Adventures, discussing alternate reward systems, more artifacts, how to use organizations in your games and some sample ideas for story arcs that take your characters from 1st to 30th level with a focus on Paragon tier. The 2008 4e book Dungeon Master 4th Edition For Dummies had almost no such info, instead devoting its space to tips on snacks and mood lighting. It began as a tome of potent secrets, to be jealously guarded from the feckless eyes of mere players.