DMG II Talk...

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Did you guys see the august and beyond DMG 2 preview?

Pretty sweet stuff..

Tips on traps, more monster making stuff, new terrain types, and powers tied to terrain... Sweet deal.
 

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This is the D&D book I'm most looking forward to this year. A lot of folks on the boards weren't impressed with the DMG1, but I thought it was well done if a bit basic for my tastes. Now I'm hoping I'll get to sink my teeth into DMG2.
 


This. I. Want.

Chapter 5 also sets out a new system of rewards you can use instead of (or as a supplement to) magic items. Divine boons represent gifts from the gods or their agents, legendary boons express the accomplishment of great deeds of power, and grandmaster training reflects what happens when a player character learns from a legendary master.
I must admit that "new traps" or even "new artefacts" does not appeal to me. But what I emphasized is exactly what I need. Especially in a low magic setting...
 
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I am most looking forward to the new rules about boons and other rewards which are not magic items.

Samson slew a thousand Philistines in a loincloth with the jawbone of an ass, but he would be laughed out of a D&D party for not being covered in magic items.

It would be nice to have fantastic adventure without the need for so many magic items.

Interestingly enough, I had already toyed with the idea of having the adventurers defeat the guardians of a magic fountain, the waters of which grant a once-only permanent increase to an ability.
 


The non-magic item rewards and info about the Rod of Seven Parts are what appeal to me the most. My campaign is currently revolving around the Ro7P. :)
 

Alternative rewards systems, expanded monster rules, traps, classic artifacts, rules for NPCs as part of the party, and Sigil. Yeah, I'm getting this one.
 


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