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

Kobold Avenger said:
Now come the deluge of questions...

What kind of advice do they offer on managing long term campaigns? Such as connecting evil ongoing plots of evil masterminds, through out campaign...

What are some of the example magical locations? Is anyone of them a fountain of youth or immortality?

What are these special unique abilities they're mentioning?

Or these rituals?

Or 'rules of destiny'?

The new teamwork benefits?

Are there any unique NPC examples that aren't the instant stock archetypes?

There is lots of advice. 33 or so pages (Chapter 1) is all about managing the game - table rules, dealing with differences in play style, dealing with disruptive players, preparation time, and so on.

Chapter 2 (35 or so pages) is about Adventures... advice on designing, pacing, adapting from published sources, stringing them together, and so on.

Chapter 3 (35 or so pages) is about Campaigns - 10 pages cover picking a structure, a concept, deciding what races and/or classes are appropriate or inappropriate, and deciding when to house rule and when not to house rule things.
The "Continuity" structure is the one mostly about linked adventures in an overall arc. There is little advice in the area on structure, more like listing your options , what sort of player is most likely to enjoy that style of campaign, and how things are likely to progress (NOT advice on how to keep them going that way, or how to manange, say, the multiple parallel plots).
The remaining 25 or so pages cover fleshing out a world - adding medieval flavor, creating/describing/naming bars and taverns, shops, and NPCs, Laws & Legal systems, adding some details to cities. The last part is about "magical events" - events/circumstances that must be prevented, or must be caused to happen, as seeds for the adventures.

None of the magical locations look like a fountain or youth to me. Most confer a magical ability usable a limited number of times or within a limited amount of time, in response to doing something at the site. Generally, the more long-lasting and desirable the ability, the more dangerous the site is and the more involved the task required to gain the ability.
These are very much like the Touchstone sites of the Planar Handbook and Sandstorm, with lesser abilities and less investment (no special Feat required).

The section labeled Unique Abilities is about unique traits for NPCs that make them distinctive and give them an advantage: Magical heritage that gives some extra spellcasting abilities, a guardian spirit that works to keep the character safe, extreme ugliness that frightens other creatures, and so on.

There are a couple of different rituals. The Bonding Rituals require you to perform a Task with an item of high quality (Masterwork) or magical nature, after which you can perform a ritual to gain a benefit with the item. One example is to use a weapon to deal the killing blow to an Energy Draining foe with a CR 2 higher than your character level. Thereafter, you can perform the ritual, and you gain a +2 on Fort saves to remove negative levels. Each also has a greater ability that becomes available, but you do not gain the benefit of it until you take the True Bonding feat. In the example case, you can ignore the penalties of one negative level (no loss of hp, no penalty to attacks, or saves, no loss of spells), but you still have to roll to get rid of it after 24 hours.

The Teamwork Benefits are interesting. There are some that are like Heroes if Battle, mostly mundane bonuses from familiarity with your comrades. A new type is the summoning of a spirit that can store and use magical energy to help the team.

There are unique NPCs, about a dozen, each fully described at a specific level. A Cultist, for example, at CR6, being a Cleric 3/Rogue 3. These NPCs are all in the Sample Complex NPCs section, and are multi-classed and/or use a Prestige Class as well as a base class. There are 2 versions of a Martial Artist, for example, a Monk 5/Fighter 5 and a Monk 5/Rogue 5. Each is laid out on a full page or pair of pages; None were set up half one one side and half on the other. The CR 18 Master Wizard fills just about all of his 2-page spread, including art, for example, but the Cultist gets a whole page to herself and needs only 3/4 or so (so there is empty space), and the next begins at the top of the next page.
 

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Kunimatyu said:
How's about those nifty Mob-type critters?

Mobs are a template that can be applied to a sizable group. Much like the Swarm -type, it converts a group of individuals into a manageable unit. It is accompanied by a section on chases.
 

twofalls said:
I paged through it today at my FLGS. Steve wouldn't sell it because the release date is tomorrow, but honestly, after looking it over, I wasn't in a buying mood. It's not that it's a bad book for what it is, I just don't need it. It's a how to GM book... I've been GMing for 25 years, if I don't get it by now there isn't a book out there that can help me. :)

New magical items, prestige classes, fully fleshed out Saltmarsh (anyone recal the U module series?) and articles on how to do this and how to do that. Frankly, not anything that will improve on my collection of D20 books. I have GM Secrets, Robin's Laws, and the Gamma World GMG (which was poorly received and deserved better than it got from the game community). If you are a new GM... I'd say go ahead, looks like a good read... otherwise... meh.

I have been DMing as long, and I find it worthwhile.
The magic weapon and armor Templates are interesting, as are the rules on Organizations and PCs running a business. Seems like every campaign, someone in my group wants to buy a tavern and try to run it. I am always willing to look at new ideas on how to manage things like that, which this book has.
 

What are the guild/organization rules and how useful are they - could they be used to run a Village, a Barony, a Kingdom?
 

Silveras said:
Some stuff is more how-to for the newbie, like how to draw up a quick and dirty battle-mat, or how to use miniatures to help set the scene.

This is so hilarious :lol: Someone must be a _real_ newbie to need help to use miniatures. What is it like? "First, open the box with care, be careful not to break it because you might need it later to store the minis between games! Then carefully plan what you are going to use as a support for them, the best choice is a table..."

Now if WotC would have liked to write something really revolutionary, we would have got a paragraph about how we can play 3.5 without miniatures or map. That would be a challenge enough to deserve a mention in the DMG2 :)
 

Li Shenron said:
...
Now if WotC would have liked to write something really revolutionary, we would have got a paragraph about how we can play 3.5 without miniatures or map. That would be a challenge enough to deserve a mention in the DMG2 :)

Heh ... no kidding :p
 

Here's some more questions

Can Unique Abilities be something that PCs can get through feats or a level adjustment?

What do Guardian Spirits do? In fact to they have rules for creatures that don't physically exist and are conceptual? What about the opposite of a Guardian Spirit?
 

Silveras said:
Mine arrived today.

Best bits: Advice on managing your game and managing a campaign. Magical Locations as treasure. Guild/Organization rules. Fully-detailed City of Saltmarsh (of 35 or so pages, 32 are the locations; the other 3 are the basics of the city population). Mentoring and Apprenticeship rules. "Archetypal" encounter locations (burning building, ice bridge, lava pool, etc.) and special rules they might need. And quite a few more.

Saltmarsh as in the Saltmarsh from adventure U1 - Sinister Secret of Saltmarsh???


-Brund the Curious
 


twofalls said:
It's a how to GM book... I've been GMing for 25 years, if I don't get it by now there isn't a book out there that can help me. :)

If you are a new GM... I'd say go ahead, looks like a good read... otherwise... meh.
Reading this thread, I am slowly getting the feeling that I should better not buy this book. (Hum, better I get C&C 2nd printing and M&T...)

Silveras said:
Seems like every campaign, someone in my group wants to buy a tavern and try to run it. I am always willing to look at new ideas on how to manage things like that, which this book has.
I am also interesed in stuff like this. However, it's not enough to entice me buying a book, plus I don't trust WotC anymore for coming up with economic systems that make sense. Should have to houserule that. A tavern? Easy: it gets you a neat 1d4+2 x 10 gp per month.
 

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