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<blockquote data-quote="Herremann the Wise" data-source="post: 5304946" data-attributes="member: 11300"><p>I recently gave a copy of this to the 4e DM in our group (although he is not exclusively 4e). He still thought it useful and valid for his more recent 4e work - YMMV.</p><p></p><p>Chapter 1 [6-21]: Getting Started</p><p>Chapter 2 [22-55]: Running a Game</p><p>Chapter 3 [56-77]: Player Characters</p><p>Chapter 4 [78-99]: Nonplayer Characters</p><p>Chapter 5 [100-137]: Rewards (Pathfinder focused towards end of this chapter)</p><p>Chapter 6 [138-169]: Creating a World</p><p>Chapter 7 [170-227]: Adventures (Pathfinder focused in the middle of this chapter)</p><p>Chapter 8 [228-251]: Advanced Topics</p><p>Chapter 9 [252-309]: NPC Gallery (Pathfinder focused)</p><p>Appendix etc. [310-319]: Stuff</p><p></p><p>I would have to say it is the most comprehensive DM/GM guide for the D&D game. Just about any major topic you can think of is in here somewhere. There is just years and years of wisdom in this book like an amalgum of the best bits from previous DMGs but with more (Azmyth nails it here). There is just a lot of stuff in here (with chapter nine being the only chapter with almost complete stat block filler - otherwise it is mostly writing and discussion or cool artwork). If you are a completist, consider this the "Alternative 4e DMG". If you appreciated the layout and presentation of the Core Rules Book, then this is its equal in my opinion.</p><p></p><p>I would advise either purchasing the hardcover or not worrying about it. The pdf (that you get as a subscriber) that I have is OK but coming from your angle, I think you would appreciate being able to handle this book and reading bits here and there as you like. While you may know or have access to a lot of the "novice" information already, reading through this again nicely focuses and refereshes everything again if you usually take turns DMing.</p><p></p><p>Hope this helps.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5304946, member: 11300"] I recently gave a copy of this to the 4e DM in our group (although he is not exclusively 4e). He still thought it useful and valid for his more recent 4e work - YMMV. Chapter 1 [6-21]: Getting Started Chapter 2 [22-55]: Running a Game Chapter 3 [56-77]: Player Characters Chapter 4 [78-99]: Nonplayer Characters Chapter 5 [100-137]: Rewards (Pathfinder focused towards end of this chapter) Chapter 6 [138-169]: Creating a World Chapter 7 [170-227]: Adventures (Pathfinder focused in the middle of this chapter) Chapter 8 [228-251]: Advanced Topics Chapter 9 [252-309]: NPC Gallery (Pathfinder focused) Appendix etc. [310-319]: Stuff I would have to say it is the most comprehensive DM/GM guide for the D&D game. Just about any major topic you can think of is in here somewhere. There is just years and years of wisdom in this book like an amalgum of the best bits from previous DMGs but with more (Azmyth nails it here). There is just a lot of stuff in here (with chapter nine being the only chapter with almost complete stat block filler - otherwise it is mostly writing and discussion or cool artwork). If you are a completist, consider this the "Alternative 4e DMG". If you appreciated the layout and presentation of the Core Rules Book, then this is its equal in my opinion. I would advise either purchasing the hardcover or not worrying about it. The pdf (that you get as a subscriber) that I have is OK but coming from your angle, I think you would appreciate being able to handle this book and reading bits here and there as you like. While you may know or have access to a lot of the "novice" information already, reading through this again nicely focuses and refereshes everything again if you usually take turns DMing. Hope this helps. Best Regards Herremann the Wise [/QUOTE]
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