So anyone pick up the Dungeon Master's Guide II?

Wycen said:
Shame on me for not knowing, but I never played those modules. What was the sinister secret of the Saltmarsh?

Um...a nearby alchemist's tower is actually a...SMUGGLER'S DEN!!! Sinister indeed! :lol:

What I want to know is, how'd Saltmarsh become a city in 20 years? 'Hmmm, where should I move...hey, a fishing town in the Hool Marsh infringing on native lizardfolk areas and occasionally attacked by sahuagin raiding parties? Where do I sign up?!?' ;)
 

log in or register to remove this ad

Nebulous said:
This is sorta what's turning me off. i've been DMing a long time too, and there's probably very little in there that hasn't been covered somewhere else at some time. I'll definitely flip through it though at some point and see if something changes my mind.

That may be true for you on the meta side of things, but there's plenty in the way of interesting -- although likely not essential -- items on the rules side, as well. Things like the magic item templates, magical locations and complex NPCs, for example.

I've been GMing for a long time as well (about 16 years), and just like I learn something new from every game I play in, I found some new perspectives in the meta stuff presented in the DMG II.

All in all, after skimming it tonight I'm quite happy with having bought it. :)
 

Man, this thread oughta be merged...

So, how about these "signature traits"? The "wearable wand" has piqued my interest a bit. I always hated wands becauses one just can't avoid looking a little "dainty" wielding one. I mean, what's our literary basis for the magic wand? Glenda the Good Witch, Tinkerbelle, The Tooth Fairy, and Cinderella's fairy godmother? Bippity-boppity-:):):):)ing-boo. And let's not even bring Harry Potter into this equation of emasculation..

Anyway, if a wearable wand is a signature trait, does that mean only a special character can have one, or that only that particular character got the bright idea to strap a wand to his forearm?
 

Signature Traits are non-game rule affecting elements of magic item creation that change the look of the item in subtle ways (e.g., Heavy items feels unusually heavy, but its weight is the same as always).


I can't find anything about a wearable wand, though. It is not a signature trait.

The closest I can find to a wearable wand is the casting glove, a form of glove of storing that allows you to use a stored potion, rod, wand, scroll, or staff as if you were holding it in your hand.
 
Last edited:

Felon said:
Man, this thread oughta be merged...

So, how about these "signature traits"? The "wearable wand" has piqued my interest a bit. I always hated wands becauses one just can't avoid looking a little "dainty" wielding one. I mean, what's our literary basis for the magic wand? Glenda the Good Witch, Tinkerbelle, The Tooth Fairy, and Cinderella's fairy godmother? Bippity-boppity-:):):):)ing-boo. And let's not even bring Harry Potter into this equation of emasculation..

Anyway, if a wearable wand is a signature trait, does that mean only a special character can have one, or that only that particular character got the bright idea to strap a wand to his forearm?

:lol: :lol: :lol: :lol:
 

I haven't decided whether or not I'll ultimately make this purchase, but I'm sure that I will assess the various comments made in threads of this type noting the book's merits and shortcomings...then peruse the book carefully myself before reaching a conclusion one way or the other.
 

Got it. Still reading. So far -- not bad, but as some have pointed out, despite not being as bare-bones as the DMG I, it will still be a little on the basic side if you have been running the game for 25 years. It does have some good pure resource material even for old hats, but not so much as some other third party products.

The game advice section is very reminiscent of Robins Laws of Good Gamemastering. Robin's "players archetypes" get more depth and some vary a bit from his prior advice.

The guilds and mentor rules are interesting -- a little less rules-bound than core D&D has been, but still a bit more rulesy than prior editions.

I found some good bullet points and ideas in the saltmarsh and campaigning sections. For example, I dug that every encounter location in Saltmarsh had a plot hook... and wish that most city supplements were that useful!

The complex NPCs were useful looking, but could have been better from a design standpoint. For example, it's obvious that they stuck primarily to the core rules when designing them... but even considering that, it could have been better. Frex, they had an archmage, but why didn't they make their arcane mercenary and eldritch knight?
 

For me Saltmarsh and the Magic Items chapters were _almost_ wasted space. Not trash but material I could have easily lived without. I did like the magical locations, though.

The advice on PrC design was a little funny at times.
 



Remove ads

Top