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Dmg

quindia

First Post
I am among those who unexpectedly received my books early. I am primarily a DM and I have to say the DMG is one of the best versions released. I haven't had time to much more than flip through the books, but DMG focuses heavily on running the game and developing a campaign.

Ok, duh! That doesn't sound quite right. If the PHB and MM are 90% crunch, the DMG leans heavily in the other direction. There are rules mixed in as well such as the math behind building balanced encounters, customizing monsters, poison, templates, and the like. However, the bulk of the book is devoted to running the game, designing adventures and campaigns, and non-combat encounters.

Without typing out the whole ToC, here are the chapters:

1. How to be a DM
2. Running the Game
3. Combat Encounters
4. Building Encounters
5. Non-Combat Encounters
6. Adventures
7. Rewards
8. Campaigns
9. The World
10. The DM's Toolbox
11. Fallcrest

I have been back and forth on aspects of 4e. There are things that I don't like about the new game, but the DMG is very well done.
 

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