5E D&D 5th Edition Dungeon Master's Guide

5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

I have all the books for every edition of D&D and Pathfinder, and even though I'm almost always the DM, I admit that I mostly just skimmed the DMG from other editions for the magic items and a table here or there. They by and large were dry reading and rarely inspired my imagination. The 5E DMG took me completely by surprise with how good it is. It's crammed full of ideas and springboards that set my imagination into overdrive, got my creative juices flowing and most of all got me excited to DM.

Lest you think it's all fluff and theory, this is probably the best collection of practical advice and tools, especially for a novice DM I have thus far read. As a toolbox it covers the basics of world and adventure building and even points out common pitfalls to look out for. It's like having a veteran DM by your side teaching you the ropes. There are so many nuggets of wisdom in the book that I know I'll be happily plundering it's depths for quite some time.

At the end of the day I think that is what a great DMG does. It nurtures more players to become great DMs and reinvigorates the grizzled vets, which will create more opportunities for games and bring more players into our grand hobby. Very highly recommended!
 

Ajarn

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

Nearly every paragraph of the new 5e DMG inspires me. There are clearly things that are directed towards the new edition, but I would recommend this DMG for DM/GMs of any fantasy TTRPG.
 

JesterOC

Explorer
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

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).
 

Yaztromo

Explorer
3 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

Sara' che sono cresciuto con BECMI, sara' che crescendo ho chiesto ai giochi di essere sempre piu' veloci da preparare e da giocare, lasciandomi il divertimento e qualche spazio alla fantasia, senza annoiarmi con regolamenti tediosissimi e tabelle, ma tutta la produzione di AD&D e delle versioni successive di D&D (incluso Pathfinder) mi hanno spinto con sempre maggior convinzione ad affidarmi ad altri regolamenti, se volevo divertirmi senza per forza perdere un monte di orre per preparare le partite, lanciare un milione di dadi (robe da tunnel carpale fulminante), fare un sacco di calcoli, consultare un sacco di tabelle.... e avere contestazioni continue da parte dei giocatori sull'interpretazione di questa o quella regola.Beh, devo dire che questa versione del regolamento e' un (mezzo) passo indietro in quella che (per me) e' la giusta direzione.Ma c'e' ancora parecchia strada da fare... questo regolamento e' comunque da ben 320 pagine!...
 

biotech66

Explorer
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product-Dungeon Master's Guide
System- Dungeons and Dragons, 5th Edition
Producer- Wizards of the Coast
Price- ~$50 here http://www.amazon.com/Dungeon-Masters-Guide-Core-Rulebook/dp/0786965622/ref=sr_1_1?ie=UTF8&qid=1417382314&sr=8-1&keywords=dungeon+masters+guide
TL; DR- Bands all together, let's rock! 98%

Basics- Let's get ready to roll! The Dungeon Master's Guide is the final book of the core three for Dungeons and Dragons. This book covers all the behind the Dungeon Master's screen aspects of the game. It is roughly broken into three sections: creating a world/universe, creating adventures, and the math of the game/how to run Dungeons and Dragons.

Mechanics or Crunch- Ya' know what I HATE in a RPG designed for the Dungeon Master? No random tables! Yes, I know they are a crutch that bad GM's use when they don't prep for an adventure. But, I don't want to have to figure out what I'm doing every second of the game, and sometimes the players will want to do something and having a random answer will really help make their choices happen at a moment's notice. This book as random tables out the wazoo-from making a complete random dungeon to a random adventure and the encounters between! Also, this book goes into great detail on how to make the adventures in a non-random thought out way. From the math behind monsters to how to hand out items and treasure, the book does an excellent job at making your life as a DM as simple as it can explaining how to set up a game in a manner where it won't crash and fail from problems on the DM's side of the screen. Also, found the missing monster by CR guide from the Monster Manual! It's good to see it here, but it would be better to see it also in the Monster Manual. 5/5

Theme or Fluff-This book is full of content and absent of any content in the right ways. The book goes into how to make a game work as a story and how to fill that story with people to meet and to kill while providing the default multiverse a bit of background too. From the geography of the multiverse to how a circle of elders works in a feudal village, the game explains how to design a world and a story. It's a little light on advice on how to handle players. That's an experience thing, but some more sage wisdom on how to handle different kinds of people is always appreciated my new RPG fans. The book does point to a reading list of books on how to GM, so that does cover kind of what I was hoping this book would have for the newer GM's out there. Overall, it's got great story and tips on how to build your own story! 4.75/5

Execution- Just like the other two DnD 5e books, this one is well done! There are enough words per page to inform, but not enough to bore. There are lots of pictures to make the reader think of ideas to throw at their players, and almost all of them are new! I used to play "spot the old art" in my DnD books, but I only saw one reused piece of art in this book which makes me extremely happy (along with the random tables!). And, the new art is awesome! If you want to learn how to make a book great from a layout, art, and design sense, then it's this and Paizo's books. 5/5

Summary- Look, if you're running DnD, you bought this on Black Friday like the rest of us. It's that simple. WotC spread out the core three books, and if you've bought the first two, then you bought this one too. If you're new to RPGs, then get this book as well as the Player's Handbook and Monster Manual. This book has an awesome layout, great story ideas, and some randomness to help you get your players into the action as quickly as possible. If you love Dungeons and Dragons, you need this book. If you want to learn how to run Dungeons and Dragons 5th edition, this is an awesome book that will give you all the tools you need to build the games you want and have a blast doing it. This is a great capstone for the basic trinity of 5th edition DnD. 98%
 
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Scottius

Explorer
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

Well the DMG is out (at least if you live near select stores) and it's a doozy. Every bit as nicely put together as the previous two core rulebooks and even more packed with information. Cover to cover this is one of the finest books for D&D and roleplaying in general in my estimation. Many times in my journey through it I was transported back to reading my 1st Ed AD&D DMG. I would recommend this for Gamemasters interested in running any kind of fantasy game even if it wasn't D&D and quite possibly to any starting GM period. It's filled with great art and even greater tables. This book rivals the tables of my personal favorite 3rd Edition 3rd Party book Toolbox which was just a giant book of tables. I don't have any dings to give this book. My one minor gripe isn't big enough to be a complaint more of a nitpick and that's the fact that I wish more of the old artifacts had appeared. I mean teasing us with a picture of Baba Yaga's hut but not including it is low Wizards. Seriously though if you're a Game/Dungeon Master you owe it to yourself to have this book in your library.
 

Nefzyflin

Explorer
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

I have nothing to add that others haven't already said better than I could. I'm not an rpg blogger / reviewer. I have been DM'ing D&D on and off since 1984. But wait. Maybe I DO have a little something I can add after all. Once in a while, my players manage to SOMEHOW, get themselves into very difficult situations. Sometimes, for some very strange reason, they tend to blame ME for their misfortunes. Like I could POSSIBLY have anything to do with it. Over the years this has resulted in the odd d20 being thrown in the very direction that my nose just happens to be in. And so at 320 pages, the DMG is the perfect thickness and weight, so as to be very easy to grab off the table, and quickly get up to the area of my head, efficiently shielding me from such non-magic missiles. And that's just one more reason I appreciate the DMG. Great job WotC. And thank you for making 5th Ed. so fun ( and safe ) to play. :D
 
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The_Gneech

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

I've been reading this all weekend and I'm still only halfway through. But I've got to say, I'm very impressed! The DMG is usually my favorite book of any edition (even editions I didn't care for), and this one is easily as good as they come. What's best about it is that it is clearly written to be a tool for DM's to use, rather than a philosophical tome on the nature of gaming or simply another splatbook in disguise. The random adventure generation tables are a great spark to the DM needing to prep for a session, and the artwork inspires all sorts of neat ideas. I particularly liked the image of Baba Yaga's hut, a terrific callback to the mythic origins of fantasy literature as well as to some classic old-school moments.As I say, I'm still only halfway through, so I haven't had a chance to dig in to the mechanical aspects (such as gridded movement, monster creation, etc.), but certainly at a quick glance and from the previews I've seen they appear to be nice and solid. I was also impressed and pleased by the appendix of random useful maps, which is a great resource to grab when you're in a hurry.Great work all around!-The Gneech
 
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

I have to say, this book is well thought out and has so much meat to it, it is going to take forever to get through it all. I LOVE IT
 

Gilwen

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

While the DMG didn't have all the tables I wanted there is a plethora of information that will help make your game awesome. Everything from the additional actions to how to make a race to the details of the magic items had me riveted to the book.
 

Spykes

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

This book is very well organized. I like the treatment of each chapter, giving each one a flavor of its own. The subjects are thoughtful and always in the interest of improving the story. A+
 

GeekDad

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

This 5e ruleset has completely won me back, and I’m so happy to be welcomed back to the game with what is an obvious labor of love by the crew at Wizards of the Coast. This is the Dungeons & Dragons I remember playing… with a few changes here and there. New classes. New races. Some changes in combat rules. And the 5e DMG has made me remember just how much fun I had running adventures. It’s given me a great platform from which to get started again, and boy do I plan on diving in deep.
 

boingboing

Visitor
4 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

I’ve got an advance copy myself and I’ve given it a quick look. While I’ve promised Wizards of the Coast not to divulge too much about its guts, I can tell you a few things. First, like the Player’s Handbook and Monster Manual, its design is gorgeous, and the art is evocative and painterly, without being cartoonish or trying to mimic video-game art. Like the other two volumes in the set, this one is also priced at $49.95, making part 3 a significant investment. At 320 pages, the DM’s Guide is a hefty read, but much better organized, more readable, less unwieldy, and not as crammed with random or little-used information, compared to that first edition.
 
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

Long time player (since the Red Box), just getting back into D&D after not playing any 4th Edition. The new DMG, just magnificent! Well laid out, easy to use, freaking awesome illustrations!!!
 

Jester David

Adventurer
3 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

5th Edition is a strong contender for my favourite edition. The Players Handbook was decent, if just an expansion of the Basic rules. And the Monster Manual was simply fantastic. At the end of the Dungeon Master's Guide is an excellent book, but it also a somewhat flawed book. The DMG is a worthy addition to the edition, but not the best DMG ever and arguably the weakest book of the three core books. The advice and optional rules are excellent. But the book tries to do a lot and doesn't quite cover enough topics, and is not comprehensive enough on the topics it does discuss. But, as complaints go, wanting more is a not a bad complaint to have (but it is still a complaint). This is a book that leaves you wanting so much more - which makes it more of a shame we're unlikely to see more any time soon. For new Dungeon Masters, both new to the game or just new to DMing, the book should be more than adequate. It does a decent job of teaching the running of the game and managing of the table. It's an empowering book that fosters creativity as much as rules knowledge. It emphasises story and DM adjudication in all the right places, focusing on being the arbiter while also promoting fairness. I think, more than other DMGs, this product will help teach people to be good Dungeon Masters. There's are numerous examples of omitted content, like rules for critical fumbles, alternate xp and magic item tables, making house rules, and many other topics. The more you look at the book, the more you realize what isn't there. However, there's still a decent amount of optional rules, so the absences are less felt. While the idea of a DMG that is equal parts how-to-play guide, worldbuilding book, and hacker's guide is a nice idea, the amount of content requires makes fitting everything in a single book impossible. Which makes me sad, as I was such a supporter of the idea. Focusing on the main rules and essential optional rules while also planning an Unearthed Arcana or other dedicated book of customizations might have produced better results. Hindsight is 20/20 in that regard.
 

Wolfskin

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

D&D 5e's DMG is a top-notch work of art, both beautiful and useful to tailor your campaign according to your favorite playstyles. It may be not as packed of "optional modules" as some people expected, but to me this is one of the best DMG's for any edition of D&D- unlike the PHB and MM, it far exceeded my expectations.
 

Chimpy

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

Delighted with this book. It's everything I expect from a dungeon masters guide. It really sparks the imagination. The artwork is lovely. It's packed full with ideas for creation of your own adventures, settings, NPCs and even character races. The only thing is- I like it so much, I wish it was twice a long!
 

Azzibeel

Visitor
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

This book is marvelous. It gave me the kick-start my imagination need to get the campaign world i have been working on that final boost. So many wonderful new rules to experiment and play with.
 

TerraDave

5ever
5 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

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.
 

mouselim

Visitor
3 out of 5 rating for D&D 5th Edition Dungeon Master's Guide

PHB is a necessity to play D&D 5e.
MM is packed from page to page, beginning to end information on monsters (duh) to play D&D 5e.
DMG is packed with content and information but not all of it necessary to play D&D 5e. Too much fluff and generic information and only about less than 40% of the materials directly relevant to playing D&D 5e.
On top of that, most of those are informative only in terms of general guidelines that could be read from other books providing greater depths (e.g. how to create a campaign world - there's a entire book by Kobold press on this).

Check out my full review here: http://www.rpggeek.com/article/17648103#17648103
 

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