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Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
 
 
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Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (Hardcover)

by Jesse Decker (Author), David Noonan (Author), Chris Thomasson (Author), James Jacobs (Author), Robin D. Laws (Author) "A game of DUNGEONS & DRAGONS is an experience you and your players create together..." (more)
Key Phrases: Shining Crusade, Dungeon Master's Guide, Red Knives (more...)
3.9 out of 5 stars See all reviews (21 customer reviews)


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Editorial Reviews

Product Description
A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.

About the Author
JESSE DECKER is the development manager for Wizards of the Coast, Inc. whose recent role-playing game design credits include Complete Adventurer™, Races of Stone™, and Unearthed Arcana™.

DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring Races of Stone and Unearthed Arcana.

CHRIS THOMASSON previously served as Editor-in-Chief of Dungeon® Magazine. His design credits include Fiend Folio™ and Monster Manual™ III, as well as Bow and Blade for Green Ronin Publishing.

JAMES JACOBS is the associate editor of Dungeon® Magazine and has published numerous articles in Dragon® Magazine. His most recent credits with Wizards of the Coast, Inc. include co-authoring The Book of Aberrations, Races of Faerûn™, and Frostburn™.

ROBIN D. LAWS, game designer and novelist, is best known for the role-playing games Feng Shui, Heroquest, and Dying Earth, along with, Robin's Laws of Good Gamemastering.

Product Details

  • Hardcover: 288 pages
  • Publisher: Wizards of the Coast (June 23, 2005)
  • Language: English
  • ISBN-10: 0786936878
  • ISBN-13: 978-0786936878
  • Product Dimensions: 11 x 8.4 x 0.5 inches
  • Shipping Weight: 2.3 pounds
  • Average Customer Review: 3.9 out of 5 stars See all reviews (21 customer reviews)
  • Amazon.com Sales Rank: #79,520 in Books (See Bestsellers in Books)

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

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Customer Reviews

21 Reviews
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Average Customer Review
3.9 out of 5 stars (21 customer reviews)
 
 
 
 
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106 of 111 people found the following review helpful:
4.0 out of 5 stars very useful, not necessary, June 25, 2005
By MICHAEL BEAVERS (Brisbane Ca) - See all my reviews
This is the latest book from WOC and I found it to be very useful. It is primarily for DM's but players will find things helpful.

Chapter one opens with particulars of running a campaign. There are discusions with the DM's responsibilities for running a campaign with various styles of gamers and your particular style of running campaigns. Most of it is basic like letting your players know before hand about any house rules you may have, ways of imparting information to the players about their environment and rough guidelines for preparing a game.

Chapter two deals with the particulars of running an adventure, both using published and your own materials. the third chapter deals with specifics of running a campaign. Things like guilds, law and order, and building a city are contained in this chapter. I felt this part was better than the information about cities in the complete adventurers guide.

Chapter four contains the city of Saltmarsh, was part of a series of modules years ago. It is expanded and really could be a useful part of a campaign. I will probably adopt it at some point myself.

chapter 5 deals with npcs and their care and feeding.

Chapter 6 deals with the characters themselves and introduces apprenticeships, mentors and teamwork options for the players. I have done similar things in the past and I feel that it is a good idea as it gives the players more continuity with the campaign and plot hooks. There is a section on designing your own prestige classes and pc organizations.

Chapter 7 is about magic items. A section on signature magic items and bonded magic items is discussed and rules for doing such things. There are new magic items and new templates like the hellforged template which allows a magic armor to have additional hardness, hit points, maximum dex bonus, arcane spell failure modificiations to it. it closes with a section on artifacts, their introduction and use in a campaign.

As I said in the title its a very useful but not necessary. I would recommend that new DM's, DM's who might be a little jaded and for players to check out the new options for the players. There is nothing amazing new but it has many things collected together for you to look and use.
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46 of 49 people found the following review helpful:
4.0 out of 5 stars An Enjoyable Read, July 11, 2005
By D. M. Ninos (Baltimore, MD) - See all my reviews
(REAL NAME)   
As the other two reviewers have stated, this book would be great for new or struggling DM's, however if you've been behind the screen for any length of time much of what is contained here will be common sense.

That's not to knock the book at all. I really enjoyed reading it from cover to cover and found several nuggets of information burried in it that will be making their way into my campaign. The archetyical and special encounters in chapter 2 come to mind right away for their interesting handling of the rules. The magic items section of the book was also an interesting read.

My biggest problem with the book was the "psychology of role playing" section in the beginning. This seems to be a recurring subject on the boards at WOTC and in their magazines, however they really love beating the dead horse... not everyone enjoys the same game, 'nuff said.

Presentation and artwork were all first rate, as was the writing for a sourcebook of this type. I reccomend it for all DM's, if not as a "every session reference," at least for a good read.
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21 of 22 people found the following review helpful:
5.0 out of 5 stars THE CHERRY ON YOUR CHOCOLATE SUNDAY, September 12, 2005
By Tim Janson (Michigan) - See all my reviews
(TOP 50 REVIEWER)      
The Dungeon Master's Guide II is not a replacement for the DM's Guide but rather a complementing supplement that adds much more additional information for the DM to use. In all there are seven chapters in the book covering the following topics:

1. Running the Game
2. Adventures
3. The Campaign
4. The Saltmarsh
5. NPC's
6. Characters
7. Magic Items

Running the game provides tips on knowing your players...their behaviors, their personalities and tendencies. Examples are given on how to add drama and developing a story in your games. Suggestions are provided for using house rules and laptops to assist the DM. While this information is nice, it's more geared towards inexperienced DMs.

The adventure chapter covers things such as many new traps, map and grid design, building encounter tables, and encounters for such areas as the Abyss and Infernal planes, graveyards, haunted buildings, lost ruins, and several other specific type locations.

The campaign section provides information if you want to develop your own campaign as opposed to buying an off the shelf product such as the Forgotten Realms. It provides all the information you need on setting up a medieval-type world including social and political structures, lifestyles and more. There are also 50 rumors/adventure hooks provided that the DM can use to flesh out adventures.

The Saltmarsh is recognizable to older fans of D&D as the name of an old module. The Saltmarsh is provided here as a kind of drop-in city for use in any campaign. It's ready made with all the information you need to run if you don't feel like making a city from scratch, providing maps, business locations, NPCs, guilds, adventure hooks and more. It's one of the best sections in the book.

The chapters on NPCs and characters are ok. The NPC section is short and fairly forgettable but the character section features information on designing prestige classes which is very well done. There's also info on working with other players as a team when attacking and combining spells for maximum effect.

The last chapter is on Magic Items and goes into customizing items with signature abilities or items that are bonded to their creator. A new type of magic item, sort of, are magic locations. These are ancient, and very powerful sights that can be found within a world which can imbue a character with certain abilities for up to one year. For example the Heart of Fire is a location that can imbue a spellcaster with magic that increases his casting level by +1 for one year when casting fire-based spells. There are a bunch of these locations as well as tons of new magic rings, rods, armor, weapons, and miscellaneous items.
The Dungeon Master II guide is kind of like the whipped cream and cherry on a sundae. It's not necessary and you can certainly live without it, but it does add a little flavor and certainly makes it more filling. Take what you want out of the book. I personally like the section on designing prestige classes and the inclusion of Saltmarsh is a great aid to the DM.

Reviewed by Tim Janson
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Most Recent Customer Reviews

3.0 out of 5 stars Interesting new rules.
I enjoy parts of this book but there are a lot of rules that I will never use. Still worth the money I paid for the couple rules and additions I found that I did like.
Published 16 days ago by C. Weber

4.0 out of 5 stars Should Have Been in First One
This is a great addition to the core rulebooks set. Along with the Players Handbook 2 and Unearthed Arcana as supplements to the Core rulebooks (Players Handbook, Dungeon Masters... Read more
Published 9 months ago by Pomaikaiokalani Kajiyama

5.0 out of 5 stars Very useful for beginners
I'm not going to go into this review too much; understand that my depth of dungeon mastering goes above and beyond the norm and I can get very wordy with my critiques. Read more
Published 19 months ago by Deven M. Niles

4.0 out of 5 stars DM Guide II
This book has several good points. It has some new material and a few new things for players and GM's alike. Read more
Published 24 months ago by Charles R. Gilliland

4.0 out of 5 stars Useful to Any DM
All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually... Read more
Published on May 9, 2007 by Robert J Defendi

4.0 out of 5 stars New stuff is good
While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the... Read more
Published on April 26, 2007 by Daniel Silva

3.0 out of 5 stars A decent read, not great
Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns. Read more
Published on February 17, 2007 by B. Palmer

4.0 out of 5 stars Good supplement
This book is a useful supplement for DMs. The new magic item traits and the magical events and locations can really spice up an otherwise stale treasure hoard, and the specialized... Read more
Published on July 13, 2006 by Jonathan Longstaff

2.0 out of 5 stars A bit disappointing
It took me Dungeon Master's Guide II to find out that I had bought too many D&D books already. I am used to flipping through a D&D book and sorting things that I like and might be... Read more
Published on July 10, 2006 by Nicolau C. Quinta

3.0 out of 5 stars When it MUST BE REAL...
This book is for everyone who absolutely must fleshout every single little detail in a town. It puts the DnD world itself under a microscope. Read more
Published on November 26, 2005 by Silver D. Diamond

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