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D&D 5th Edition Dungeon Master's Guide
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<blockquote data-quote="JesterOC" data-source="post: 6454738" data-attributes="member: 42841"><p><strong>5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide</strong></p><p></p><p>While obviously not able to contain everything I person would want in an DMs guide, this tome appears to be a highlight reel of information that will help beginner and veteran DMs a good guide on how to rule a game of D&D to the best of one's ability.</p><p></p><p>I enjoy how many options there are to the core rules that allow one to quickly run anything from a high fantasy to gritty sword and sorcerery game.Some of the things I am considering is passive checks on all skill rolls. While reading the options for initiative, I am considering some changes to the way I am doing thinks, and perhaps making a mod is a hybrid of their proficiency dice and their static Init rules. </p><p></p><p> As you can see the book adds many suggestions to your game which helps you see a problem you might not have noticed and provide a nice toolbox to craft your own rules. </p><p></p><p>Only cons I can think of are of the rules left out of the game (such as mass combat rules, which have been promised to eventually show up in a possible legends and lore article).</p></blockquote><p></p>
[QUOTE="JesterOC, post: 6454738, member: 42841"] [b]5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide[/b] While obviously not able to contain everything I person would want in an DMs guide, this tome appears to be a highlight reel of information that will help beginner and veteran DMs a good guide on how to rule a game of D&D to the best of one's ability. I enjoy how many options there are to the core rules that allow one to quickly run anything from a high fantasy to gritty sword and sorcerery game.Some of the things I am considering is passive checks on all skill rolls. While reading the options for initiative, I am considering some changes to the way I am doing thinks, and perhaps making a mod is a hybrid of their proficiency dice and their static Init rules. As you can see the book adds many suggestions to your game which helps you see a problem you might not have noticed and provide a nice toolbox to craft your own rules. Only cons I can think of are of the rules left out of the game (such as mass combat rules, which have been promised to eventually show up in a possible legends and lore article). [/QUOTE]
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