Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Dungeons
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 2008195" data-attributes="member: 172"><p>Dungeons is divided into 4 chapters. The first two are advice and how to chapters. Chapter 1 is called Tips & Tricks, and gives advice for both players and DMs regarding surviving and designing interesting, logical dungeons.</p><p></p><p>The second chapter dwells on different types of dungeon settings, e.g., fortresses, mines, temples, and so on, and provides some typical trappings of each type and ideas for variants.</p><p></p><p>The advice chapters are in depth. Comparing to the Dungeon Builder's Guidebook, Dungeons was deeper and narrower. By way of comparison, the AD&D 2e Dungeon Builder's Guidebook had a larger variety, but didn't go as deep into explainations and theorizing. Much of these chapters will seem like old hat to many veteran DMs and players.</p><p></p><p>The third chapter contains material for players -- skills, feats, equipment and prestige classes. Most of this chapter is very good and packed with usable material. The exception is that many of the skills were either too specific, overlapped existing skills, or should have been tucked under knowledge, craft, or profession skills. The prestige classes are generally good additions to any game that does this type of campaigning, and will appeal to players.</p><p></p><p>The fourth and final chapters is rules material for DMs: monsters, magic items, traps, and sample dungeons. The monsters are good ideas, but some of them are poorly executed. For example, some creature hit dice do not follow the conventions for monster types, and seem to be arbitrarily assigned instead of being based on Con. Some creatures should have had more explicity special ability descriptions.</p><p></p><p>The book is 120 pages, but the layout isn't as dense as the WotC 96 page books. The interior art is pretty good / interesting, depicting PC types confronting some typical obstacles one finds in a dungeon faring campaign.</p><p></p><p>Beginning DMs will get more value out of this book than veterans, but even some longtime DMs and game desingers could use some of the tips in the book. Veteran players will still probably find the rule material "crunchy bits" useful, but if you aren't using the first two chapters, its value might be more questionable. Overall, I gave it a 3 out of 5 rating.</p></blockquote><p></p>
[QUOTE="Psion, post: 2008195, member: 172"] Dungeons is divided into 4 chapters. The first two are advice and how to chapters. Chapter 1 is called Tips & Tricks, and gives advice for both players and DMs regarding surviving and designing interesting, logical dungeons. The second chapter dwells on different types of dungeon settings, e.g., fortresses, mines, temples, and so on, and provides some typical trappings of each type and ideas for variants. The advice chapters are in depth. Comparing to the Dungeon Builder's Guidebook, Dungeons was deeper and narrower. By way of comparison, the AD&D 2e Dungeon Builder's Guidebook had a larger variety, but didn't go as deep into explainations and theorizing. Much of these chapters will seem like old hat to many veteran DMs and players. The third chapter contains material for players -- skills, feats, equipment and prestige classes. Most of this chapter is very good and packed with usable material. The exception is that many of the skills were either too specific, overlapped existing skills, or should have been tucked under knowledge, craft, or profession skills. The prestige classes are generally good additions to any game that does this type of campaigning, and will appeal to players. The fourth and final chapters is rules material for DMs: monsters, magic items, traps, and sample dungeons. The monsters are good ideas, but some of them are poorly executed. For example, some creature hit dice do not follow the conventions for monster types, and seem to be arbitrarily assigned instead of being based on Con. Some creatures should have had more explicity special ability descriptions. The book is 120 pages, but the layout isn't as dense as the WotC 96 page books. The interior art is pretty good / interesting, depicting PC types confronting some typical obstacles one finds in a dungeon faring campaign. Beginning DMs will get more value out of this book than veterans, but even some longtime DMs and game desingers could use some of the tips in the book. Veteran players will still probably find the rule material "crunchy bits" useful, but if you aren't using the first two chapters, its value might be more questionable. Overall, I gave it a 3 out of 5 rating. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dungeons
Top