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D&D 5th Edition Dungeon Master's Guide
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<blockquote data-quote="TerraDave" data-source="post: 6465054" data-attributes="member: 22260"><p><strong>5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide</strong></p><p></p><p>The 5E DMG does not have everything it could. No long list of hirelings. No areas of sage knowledge. No detailed guidance on the workforce needed to build a custom castle. Practically no rules for fighting battles or managing domains. Only a few diseases, traps and artifacts. But don't be misled. It has a lot. Page after page filled with details on how to customize every element of your game. World building, cosmos building, customizing adventures and NPCs, rules options and guidance to make a more tactical game, a more story oriented game, or a more "challenge the player" type game. Honor, horror, sanity (or the lack thereof) can all be added in. Custom races, classes, backgrounds, and best spells are all covered, as are ways to make magic items unique. And of course it rules for explosives and ray guns. Did I mention magic items? Never better illustrated and clearly explained, these are powerful and distinctive items. Includes rules on sentient items and artifacts, and a few examples from each. Cursed items are back. Options are given for making, buying, selling and finding, but its very clear that this is all up to the DM.The DMG has been pronounced for optional for 5E games, but it would be a shame to DM without it. Much of it could also be applied directly to other versions of D&D.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6465054, member: 22260"] [b]5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide[/b] The 5E DMG does not have everything it could. No long list of hirelings. No areas of sage knowledge. No detailed guidance on the workforce needed to build a custom castle. Practically no rules for fighting battles or managing domains. Only a few diseases, traps and artifacts. But don't be misled. It has a lot. Page after page filled with details on how to customize every element of your game. World building, cosmos building, customizing adventures and NPCs, rules options and guidance to make a more tactical game, a more story oriented game, or a more "challenge the player" type game. Honor, horror, sanity (or the lack thereof) can all be added in. Custom races, classes, backgrounds, and best spells are all covered, as are ways to make magic items unique. And of course it rules for explosives and ray guns. Did I mention magic items? Never better illustrated and clearly explained, these are powerful and distinctive items. Includes rules on sentient items and artifacts, and a few examples from each. Cursed items are back. Options are given for making, buying, selling and finding, but its very clear that this is all up to the DM.The DMG has been pronounced for optional for 5E games, but it would be a shame to DM without it. Much of it could also be applied directly to other versions of D&D. [/QUOTE]
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