Monte Cook
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By: Wizards of the Coast
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Customer Reviews:
Total reviews: 69
Average rating: 4.5 of 5
So much less than it seems... 2 out of 5 stars.
10 of 17 people found this review helpful.
The Third Edition DMG is not the book it should have been. It is a disjointed collection of rules that really don't fit together very well.The most important flaw is the experience and rewards systems. It's designed to rocket the characters to 20th level without ever placing them in any real danger. Please, since when is one lone 4th level NPC a challenge for four 4th level characters? Any why are 1st and 3rd level characters treated the same on the experience chart? A 3rd level party is going to have more than triple the resources that a 1st level party has available. Combined with a reward chart that puts a truckloads of magical items into the characters hands, this book puts Third Edition D&D solidly into the munchkin world (For the RPG terminology impaired, that's like a Monty Haul campaign but without any danger of loosing).
Other irregularities include the fact that there are rules on drowning and being crushed to death by water pressure (deep under the sea), but no rules for actually moving in water or fighting under water.
There are rules for generating towns and cities. Those rules do not function in a reasonable manner, unless the DM manually saturates the cities with specifically placed characters. Even something as simple as using the tables to determine what the levels of the high priests of the religions present in a city breaks down unless there are less than four seperate religions present in the city.
The section on magic items is poorly laid our and difficult to use for anything other than random magic item rolls. Some of the magic items are undervalued, overly powerful, or both.
A lot of space is devoted to incomplete tutorials on how to be a game master. Ironically, that's not matieral that should actually be in the Dungeon Master's Guide. This is supposed to be a reference book for running a campaign, not "The Dummies Guide to Dungeon Masterery".
The rules for gunpowder weapons and lasers are useless filler that takes up space that could have been devoted to environments that average game master would actually like to see his characters in, like say astral combat rules and underwater combat rules. Who cares how much damage a laser might do if it were in the hands of a barbarian. Anyone who actually wants to use laser weapons is just going to use a d20 modern or futuristic sourcebook anyways.
The D&D economy is so disfunctional that no wizard or sorceror who can create any magic items (including scrolls) should ever be allowed to die. It's always worth a cleric's while to bring the chump back from the dead and make him work off the investment. Also it becomes blatantly clear that NPCs are supposed to give special respect to the PCs simply because they are PCs, otherwise how can you explain the fact that a character can earn a wage of 15 gps a week as a stablehand but only needs to pay his stablehands 1 gp per week.
The section on special abilities is redundant because most of it is repeated in the Monster Manual and the encounter tables are useless without the Monster Manual. Since they were also rendered useless by the first expansion printed for the Monster Manual, it is very obvious that they should have been printed in the Monster Manual itself.
Half of an entire chapter is dedicated to charts of stats for average characters of each of the classes at each level. This space is completely wasted.
Overall, the DMG is first book produced for Third Edition that was simply bad. No attempt was made to turn a collection of notes and rules into a good refence book for Third Edition D&D. Instead it seems to have been thrown together with a nice binding and cover and some artwork and rushed out the door. Not all of the material is bad, but all you have to do is try to use the book to realize how useless it really is.
I would only recommend this book to someone who is being forced to run Third Edition D&D.
Editorial Review:
The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. A Dungeon Master runs the Dungeons & Dragons(r) game-part storyteller, part actor, part referee. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.