DMG II -- In my hands . . .

Devilkiller said:
The first thing I thought of when I heard "mob template" was a mafia hitman. Anyhow, the mob rules sound tricky but promising. If nothing else they could help explain why a mid to high level character might still be scared of the anger of an entire town of peasants or unit of soldiers. Somebody said that mobs can't be grappled. Can they still make grapple attacks though? If so their high BAB and gargantuan size would make them terrifying.

How much damage do mobs do? If it isn't too high then a high level barbarian or monk could probably wade right through a mob of humans, just like in the movies. Of course the mob could probably go grab torches like they do when they're going after a flesh golem.

Yes, mobs can grapple and they may (but not always) be able to maintain a grapple without penalty while still being able to hurt others.

Mobs do 5d6 damage to every creature that is within the same space as the mob, ignoring concealment and cover. Some mobs can trample for 2d6 damage, and all mobs gain the Improved Bull Rush and Improved Overrun feats as bonus feats.
 

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I heard elsewhere that the DMG II has new magic items and magic item properties. Does this mean more magic weapon / armor properties? Or is it more along the line of new types of magic items (wands, staves, rods, and now also ______) ? Or is it perhaps just more / better guidelines as to how to make unique magic items for specific plots, etc?
 

Laman Stahros said:
Mobs do 5d6 damage to every creature that is within the same space as the mob, ignoring concealment and cover. Some mobs can trample for 2d6 damage, and all mobs gain the Improved Bull Rush and Improved Overrun feats as bonus feats.
Oh yeah. Time for a zombie fest. ;)
 

haiiro said:
there are no PrCs in the book.

Ladies and gentlemen, this is the second WotC supplemental sourcebook for D&D 3.5 that doesn't include PrCs. (The other one being Monster Manual 3.)

Nyeshet said:
I heard elsewhere that the DMG II has new magic items and magic item properties. Does this mean more magic weapon / armor properties? Or is it more along the line of new types of magic items (wands, staves, rods, and now also ______) ? Or is it perhaps just more / better guidelines as to how to make unique magic items for specific plots, etc?

More of the same, according from the excerpt that was published in some magazine recently and discussed here.
 

Gez said:
Ladies and gentlemen, this is the second WotC supplemental sourcebook for D&D 3.5 that doesn't include PrCs. (The other one being Monster Manual 3.)

What PrC was in MM1?

Crap, that's not a supplement...and I don't see a delete button...
 
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Schroedinger's Mob

Silveras said:
They scatter. The numbers are given to help define the die roll when you care about what happened to a specific creature. If your character's cousin was in the mob, for example, when it is dispersed, s/he has a 30% chance to be dead, a 30% chance to be at 0 hp, and a 40% chance to be running away.
Until you roll to determine the actual condition of the character's cousin, though, That NPC is dead AND injured AND unharmed. It is only after this roll is made that two of these probabilities end, leaving only one possibility.

Give me a break: it's 3:30 in the morning!
 

Just as an aside, the original triumvurate of core books are also noted on the inside covers as containing no OGL content, so far as I remember. The SRD is derived from the content of the planar handbook, corebooks, XPH, deities and a few other tidbits, but those books also state that their content is not OGL, so there is much hope for the DMG 2 to make an appearance in the SRD.
On to questions: there's no prestige classes, but is there anything else of use to players? such as feats, new spells, or new abilities.
 

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