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Dmg Ii

Agback

Explorer
G'day

I just took a quick wander through the Dungeon Master's Guide II. There is some very good material in it, especially in the first chapter and the first part of the second chapter. I can foresee a time when this book is interleaved with the Core DMG, to produce perhaps two books: one an actual DM's guide, containing advice on designing and running worlds, campaigns and adventures, and another sourcebook of magic items, prestige classes, templates, etc. There's equally good material in both DM's Guides, but teh division into two books is haphazard.

I'm going to have to have a close look at the rules for running a business--I have a feeling that they are riddled with really bad choices and offers too good to refuse. But I approve of their existence. It's just a pity that there aren't rules for running a domain or fief, rules for running a temple and building up a sect, rules for founding a monastery of monks or a chapter of paladins. I have a fond memory of the rules for such things in FGU's old Bushido--like the Bushido rules for characters in battle they had major flaws, but they were fun to have around.

Regards,


Agback
 

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If you are lokking for some good rules on running a power center (economic, polotical or otherwise) I would drop a note to Earth 1066 to see if you can use there pre-prelease stuff for a playtest.

May be worth looking into.
 

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