DMG II -- In my hands . . .

likuidice said:
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.

I think the best player material is the teamwork benefits. These are a little like feats but they're special maneuvers the entire party can work at learning.
 

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likuidice said:
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.

Feats include: having a mentor, having an apprentice, guild membership and guild leadership. Just skim reading though...
 


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?

Yes and yes. A handful of new magic items, new properties for weapons and armour.

Some properties are obvious (Corrosive and Acidic Burst for weapons) and others are more interesting. For instance - Holy Surge. A base price of +2,000gp to offer you 2d6 holy damage once per day per point of Charisma modifier as an Instant action.

Some specific items too. I particularly like the Spellcaster's Glove and Ghost Gauntlet.
 


Joshua Randall said:
How about some specifics: a complete Table of Contents would be nice.

Your wish, my command.

Introduction
Chapter 1: Running a Game..........5
Your Job as DM
.....The Big Question
.....Secondary Priorities
Play Styles
.....Know Your Players
.....Postgame Analysis
.....Player Traits and Incentives
.....Your DMing Style
.....Balancing Differing Tastes
.....Ground Rules
At the Table
.....Communication is Key
.....Paying Attention
.....Keep it Moving
Away from the Table
.....Prioritizing
.....Improvisational Aids
Troubleshooting
.....Communication
.....Mediation
.....Selfishness

Chapter 2: Adventures..........37
Adventure Pacing
Using Published Adventures
.....Usable Material
.....Linking a Published Adventure
.....Simple Fixes
.....A Change of Direction
Traps
Archetypal Locations
.....Battle in the Sky
.....Burning Building
.....Evil Crypt
.....Flooding Dungeon
.....Ice Bridge
.....Lava
.....Restrictive Tunnels
.....Treetop Village
Special Encounters
.....The Chase
.....Crowds
.....Mobs
Miniatures and Encounter Building
.....Warbands as Roleplaying Encounters
.....Alignment Based Encounters
.....Using Terrain
.....Making it Fair
Battle Grid Terrain
More Encounter Tables
.....Sample Treasure Hordes

Chapter 3: The Campaign..........73
Beginning and Ending a Campaign
.....Your Players
.....Campaign Structure
.....Campaign Concept
.....Campaign Closure
.....Starting Level
.....Race and Class Requirements
.....Modified Alignments
.....House Rules or Expanded Rules
.....The Pregame
Medieval Society
.....Buried Glories, Recent Dangers
.....Monarchs
.....Lords
.....Knights and Footmen
.....The Monarch's Court
.....Villages and Villeins
Towns and Cities
.....50 Rumors and Hooks
People at Work
.....Mercantile Guilds and Occupations
.....Nonmercatile Guilds
.....Other City Dwellers
Establishments
.....Inns
.....Eating Halls
.....Taverns
.....Shops
.....100 Instant NPC Agendas
Laws and Punishment
.....Law Rank
.....Administration of Justice
.....Writs of Outlawry
.....Trial and Sentence
.....Other Forms of Government
Building a City
.....Geography is Destiny
.....How Big is the City?
.....The City's Buildings
.....How Many Buildings?
.....Fill in the Details
Magic Events
.....Elements of a Magic Event
.....The Active Event
.....Stopping the Event
Example Magic Events

Chapter 4: Saltmarsh..........119
About Saltmarsh
Notable NPCs
.....Town Councilors
.....City Watch and Militia
.....Guild Leaders
.....Religious Leaders
.....Other Notable Citizens
Life in Saltmarsh
Exploring Saltmarsh

Chapter 5: Nonplayer Characters..........153
Contacts
.....Gaining a Contact
.....Uses for Contacts
Hirelings
.....Adventurers
.....Specialists
.....Sample Specialist Prices
Unique Abilities
.....Unique Ability Descriptions
Sample Complex NPCs
.....Reading the Statistics Block

Chapter 6: Characters..........175
Students and Masters
.....Apprenticeship
.....Mentorship
Running a Business
Teamwork Benefits
.....What is a Teamwork Benefit?
.....The Team Roster
.....Teamwork Benefit Descriptions
.....Acquiring a Companion Spirit
.....General Characteristics
.....Specific Characteristics
Designing Prestige Classes
.....The DM's Role
.....The Players' Role
.....Why Create a Prestige Class?
.....Prestige Class or Standard Class?
.....Naming and Core Concept
.....Designing Requirements
.....Basic Features of Prestige Classes
.....Designing Abilities
.....Costs and Balancing
PC Orginizations
.....Campaign Benefits
.....Constructing a PC Orginization
Order of Ancient Mysteries
The Shining Crusade
Red Knives Thieves' Gang
Guilds

Chapter 7: Magic Items..........229
Magic Item Signature Traits
.....Signature Trait Descriptions
.....Learning a Signature Trait
.....Applying a Signature Trait
.....Identifying A Signature Trait
.....Assigning a Signature Trait
Bonded Magic Items
.....Creating a Bond
.....Bonding Rituals
.....Bonding Ritual Descriptions
Magical Locations as Treasure
.....Placing Magical Locations
.....Nature of Magical Locations
.....Magical Location Descriptions
Armor Special Abilities
.....Synergy Abilities
.....Magic Armor and Shield Special Ability Descriptions
Weapon Special Abilities
.....Synergy Abilities
.....Weapon Special Ability Descriptions
Specific Weapons
Rings
Rods
Wondrous Items
Weapon and Armor Templates
.....Template Features
.....Crafting a Templated Item
.....Finding a Templated Item
Feycraft Template
Fireshaped Template
Githcraft Template
Gloryborn Template
Hellforged Template
Pitspawned Template
Soulforged Template
Artifacts in Your Campaign
.....Reasons to Introduce Artifacts
.....Minor Artifacts
.....Major Artifacts
.....Removing Artifacts
.....Destroying Artifacts

Index..........285
 

Outstanding - thanks for the quick reply. This book has gone from my "meh" list to "I'll probably buy it" list.

A couple of sections that sound intriguing:
Troubleshooting
.....Mediation
We've got plenty of game mechanical advice, but not a lot of personal interaction advice. Kudos to WotC for recognizing this need.

Using Published Adventures
.....Simple Fixes
Again, it's good to see the powers that be recognizing that published adventures are rarely run as is. I'm particularly interested in what the authors consider "Simple Fixes". Replacing a CR 2 monster with another, roughly equivalent CR 2 monster? Moving an adventure from Eberron to Greyhawk?

Beginning and Ending a Campaign
.....Campaign Closure
.....The Pregame
But... but... campaigns don't really end, they just peter out. ;) Of course they do actually end, so it'll be nice to have some advice on how to plan for that eventuality. I'm also pleased to see recognition of the pregame, which I assume refers to the players making characters and the DM describing the game world.

Now to count the hours until I can legitimately leave work and rush to the bookstore....
 



And once again, a big "thanks for nothing" to Amazon.com for not shipping the book on the release date...or the day after. Order cancelled. When will they learn?
 

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