Mercurius
Legend
So the Player's Handbook seems relatively straightforward - it is both the main rulebook with the core rules, and used for character creation and development. Same with the Monster Manual. Nothing new here. But what about the DMG? It seems that it changes the most of the core rulebooks over the editions, and the description from the product page doesn't give us a lot to go on:
My little joke aside, what more do we know? Does that last sentence ("Inside you'll find...") tell us everything we need to know, making this thread another exercise in speculative futility? Or have their been hints along the way of something else?
Remember, this is 320 pages - a meaty tome for the DMG. Magic items are back, which accounts for a lot, and presumably there will be some modular options ("optional game rules"), but I suppose I'm wondering about the first couple parts - world building, adventure design, etc. And will there be setting info and/or example adventures?
What say you?
Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game.
The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.
Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!
The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.
Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!
Item Details
Release Date: November 18, 2014
Format: Hardcover
Page Count: 320
Price: A million dollars
Release Date: November 18, 2014
Format: Hardcover
Page Count: 320
Price: A million dollars
My little joke aside, what more do we know? Does that last sentence ("Inside you'll find...") tell us everything we need to know, making this thread another exercise in speculative futility? Or have their been hints along the way of something else?
Remember, this is 320 pages - a meaty tome for the DMG. Magic items are back, which accounts for a lot, and presumably there will be some modular options ("optional game rules"), but I suppose I'm wondering about the first couple parts - world building, adventure design, etc. And will there be setting info and/or example adventures?
What say you?