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<blockquote data-quote="Olgar Shiverstone" data-source="post: 990849" data-attributes="member: 5868"><p>DMG Contents:</p><p></p><p>Dungeon Master's Guide 3.5 Table of Contents</p><p></p><p>Introduction</p><p></p><p>Chapter 1: Running the Game</p><p>What is a DM</p><p>Style of Play</p><p>Example of Play</p><p>Running a Game Session</p><p></p><p>Chapter 2: Using the Rules</p><p>More Movement Rules</p><p>Movement and the Grid</p><p>Moving in Three Dimensions</p><p>Evasion and Pursuit</p><p>Moving Around in Squares</p><p>Bonus Types</p><p>Combat</p><p>Line of Sight</p><p>Starting an Encounter</p><p>New Combatants</p><p>Keeping Things Moving</p><p>Combat Actions</p><p>Attack Rolls</p><p>Damage</p><p>Effect of Weapon Size</p><p>Splash Weapons</p><p>Area Spells</p><p>Big and Little Creatures in Combat</p><p>Skill and Ability Checks</p><p>Saving Throws</p><p>Adjudicating Magic</p><p>Describing Spell Effects</p><p>Handling Divinations</p><p>Creating New Spells</p><p>Rewards</p><p>Experience Awards</p><p>Story Awards</p><p>Character Death</p><p>Making a New Character</p><p></p><p>Chapter 3: Adventures</p><p>Motivation</p><p>Structure</p><p>Site-Based Adventures</p><p>The End (?)</p><p>Encounters</p><p>Tailored or Status Quo</p><p>Challenge Ratings and Encounter Levels</p><p>Difficulty</p><p>Tougher Monsters</p><p>Location</p><p>Rewards and Behavior</p><p>Treasure</p><p>Bringing Adventures Together</p><p>Between Adventures</p><p>The Dungeon</p><p>Dungeon Terrain</p><p>Walls</p><p>Doors</p><p>Rooms</p><p>Corridors</p><p>Miscellaneous Features</p><p>Cave-Ins and Collapses</p><p>Illumination</p><p>Traps</p><p>Elements of a Trap</p><p>Sample Traps</p><p>Designing a Trap</p><p>Dungeon Ecology</p><p>Dungeon Animals</p><p>Wandering Monsters</p><p>Random Dungeons</p><p>Dungeon Level</p><p>The Map and the Key</p><p>Random Dungeon Encounters</p><p>A Sample Adventure</p><p>Statistics Blocks</p><p>Wilderness Adventures</p><p>Getting Lost</p><p>Forest Terrain</p><p>Marsh Terrain</p><p>Hills Terrain</p><p>Mountain Terrain</p><p>Desert Terrain</p><p>Plains Terrain</p><p>Aquatic Terrain</p><p>Underwater Combat</p><p>Weather</p><p>Random Wilderness Encounters</p><p>Urban Adventures</p><p>Weapon and Spell Restrictions</p><p>Urban Features</p><p>Urban Encounters</p><p></p><p>Chapter 4: Nonplayer Characters</p><p>Everyone in the World</p><p>NPC Classes</p><p>Adept</p><p>Aristocrat</p><p>Commoner</p><p>Expert</p><p>Warrior</p><p>NPC Statistics</p><p>NPC Attitudes</p><p>Fleshing Out NPCs</p><p></p><p>Chapter 5: Campaigns</p><p>Establishing a Campaign</p><p>Maintaining a Campaign</p><p>Characters and the World Around Them</p><p>War and Other Calamities</p><p>Other Campaign Issues</p><p>World-Building</p><p>Building a Different World</p><p>Adventuring on Other Planes</p><p>Plane Descriptions</p><p>Creating a Cosmology</p><p></p><p>Chapter 6: Characters</p><p>Ability Scores</p><p>Races</p><p>Subraces</p><p>Modifying a Common Race</p><p>Changes through Addition and Subtraction</p><p>Class/Race Restrictions</p><p>New Races</p><p>Monsters as Races</p><p>Classes</p><p>Modifying Character Classes</p><p>Creating New Classes</p><p>Prestige Classes</p><p>Arcane Archer</p><p>Arcane Trickster</p><p>Archmage</p><p>Assassin</p><p>Blackguard</p><p>Dragon Disciple</p><p>Duelist</p><p>Dwarven Defender</p><p>Eldritch Knight</p><p>Hierophant</p><p>Horizon Walker</p><p>Loremaster</p><p>Mystic Theurge</p><p>Red Wizard</p><p>Shadowdancer</p><p>Thaumaturgist</p><p>How PCs Improve</p><p>Learning Skills and Feats</p><p>Learning New Spells</p><p>Gaining Class Benefits</p><p>General Downtime</p><p>Gaining Fixed Hit Points</p><p>Creating PCs above 1st Level</p><p>Special Cohorts</p><p>Familiars</p><p>Mounts</p><p>Animal Companions</p><p>Epic Characters</p><p></p><p>Chapter 7: Magic Items</p><p>Handling Magic Items</p><p>Magic Item Descriptions</p><p>Armor</p><p>Weapons</p><p>Potions and Oils</p><p>Rings</p><p>Rods</p><p>Scrolls</p><p>Staffs</p><p>Wands</p><p>Wondrous Items</p><p>Intelligent Items</p><p>Cursed Items</p><p>Artifacts</p><p>Creating Magic Items</p><p>Masterwork Items</p><p>Special Materials</p><p></p><p>Chapter 8: Glossary</p><p>Special Abilities</p><p>Condition Summary</p><p>The Environment</p><p></p><p>Visual Aids</p><p></p><p>Index</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 990849, member: 5868"] DMG Contents: Dungeon Master's Guide 3.5 Table of Contents Introduction Chapter 1: Running the Game What is a DM Style of Play Example of Play Running a Game Session Chapter 2: Using the Rules More Movement Rules Movement and the Grid Moving in Three Dimensions Evasion and Pursuit Moving Around in Squares Bonus Types Combat Line of Sight Starting an Encounter New Combatants Keeping Things Moving Combat Actions Attack Rolls Damage Effect of Weapon Size Splash Weapons Area Spells Big and Little Creatures in Combat Skill and Ability Checks Saving Throws Adjudicating Magic Describing Spell Effects Handling Divinations Creating New Spells Rewards Experience Awards Story Awards Character Death Making a New Character Chapter 3: Adventures Motivation Structure Site-Based Adventures The End (?) Encounters Tailored or Status Quo Challenge Ratings and Encounter Levels Difficulty Tougher Monsters Location Rewards and Behavior Treasure Bringing Adventures Together Between Adventures The Dungeon Dungeon Terrain Walls Doors Rooms Corridors Miscellaneous Features Cave-Ins and Collapses Illumination Traps Elements of a Trap Sample Traps Designing a Trap Dungeon Ecology Dungeon Animals Wandering Monsters Random Dungeons Dungeon Level The Map and the Key Random Dungeon Encounters A Sample Adventure Statistics Blocks Wilderness Adventures Getting Lost Forest Terrain Marsh Terrain Hills Terrain Mountain Terrain Desert Terrain Plains Terrain Aquatic Terrain Underwater Combat Weather Random Wilderness Encounters Urban Adventures Weapon and Spell Restrictions Urban Features Urban Encounters Chapter 4: Nonplayer Characters Everyone in the World NPC Classes Adept Aristocrat Commoner Expert Warrior NPC Statistics NPC Attitudes Fleshing Out NPCs Chapter 5: Campaigns Establishing a Campaign Maintaining a Campaign Characters and the World Around Them War and Other Calamities Other Campaign Issues World-Building Building a Different World Adventuring on Other Planes Plane Descriptions Creating a Cosmology Chapter 6: Characters Ability Scores Races Subraces Modifying a Common Race Changes through Addition and Subtraction Class/Race Restrictions New Races Monsters as Races Classes Modifying Character Classes Creating New Classes Prestige Classes Arcane Archer Arcane Trickster Archmage Assassin Blackguard Dragon Disciple Duelist Dwarven Defender Eldritch Knight Hierophant Horizon Walker Loremaster Mystic Theurge Red Wizard Shadowdancer Thaumaturgist How PCs Improve Learning Skills and Feats Learning New Spells Gaining Class Benefits General Downtime Gaining Fixed Hit Points Creating PCs above 1st Level Special Cohorts Familiars Mounts Animal Companions Epic Characters Chapter 7: Magic Items Handling Magic Items Magic Item Descriptions Armor Weapons Potions and Oils Rings Rods Scrolls Staffs Wands Wondrous Items Intelligent Items Cursed Items Artifacts Creating Magic Items Masterwork Items Special Materials Chapter 8: Glossary Special Abilities Condition Summary The Environment Visual Aids Index [/QUOTE]
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