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Dungeon Master's Guide II by Jesse Decker: Used

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Last updated on May 09, 2024 03:13:12 PDTView all revisionsView all revisions

Item specifics

Condition
Good: A book that has been read but is in good condition. Very minimal damage to the cover including ...
Publication Date
2005-07-31
Pages
285
ISBN
9780786936878
Book Title
Dungeon Master's Guide II
Item Length
11.2in
Publisher
Wizards of the Coast
Publication Year
2005
Format
Hardcover
Language
English
Item Height
0.8in
Author
James Jacobs, Chris Thomasson, David Noonan, Robin D. Laws, Jesse Decker
Features
Revised
Genre
Games & Activities
Topic
Role Playing & Fantasy
Item Width
8.5in
Item Weight
36.7 Oz
Number of Pages
288 Pages

About this product

Product Information

A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.

Product Identifiers

Publisher
Wizards of the Coast
ISBN-10
0786936878
ISBN-13
9780786936878
eBay Product ID (ePID)
45028257

Product Key Features

Book Title
Dungeon Master's Guide II
Author
James Jacobs, Chris Thomasson, David Noonan, Robin D. Laws, Jesse Decker
Format
Hardcover
Language
English
Features
Revised
Topic
Role Playing & Fantasy
Publication Year
2005
Genre
Games & Activities
Number of Pages
288 Pages

Dimensions

Item Length
11.2in
Item Height
0.8in
Item Width
8.5in
Height
0.8in
Item Weight
36.7 Oz

Additional Product Features

Edition Description
Revised Edition
Edition Number
2
Copyright Date
2005
Target Audience
Trade
Dewey Decimal
793.93
Series
Dungeon and Dragons Roleplaying Game Ser.: Rules Supplements Ser.
Dewey Edition
22
Illustrated
Yes

Item description from the seller

AlibrisBooks

AlibrisBooks

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Most relevant reviews

  • Saltmarsh updated? That's worth the price of admission alone

    Dungeon Masters Guide II is probably one of my favorite 3.5 edition hardbacks. For those of you who actively play 3.5 or Pathfinder, this book is full of suggestions on how to make a campaign more fun for your players. There are sections of the book devoted to politics within a city or settlement (including random events generators!) and new NPC classes to round out a campaign. The best thing in the book, IMHO, is the update to 1st Edition's town of Saltmarsh, the setting for the classic U1-U3 series of modules. I spent hours pouring over that section alone, and plan to incorporate it into some homebrew games in the future. A great buy, even if you only want the new "Saltmarsh" setting!

  • DMs will get more than they can chew with this amazing tome!

    As the DM who ever wants to be the best so as to give a proper game to PCs, buying this supplemental book seemed the right thing to do. It claimed to be a "toolbox of time-saving aids" and given I was desperate to make my first campaign run properly...though I must admit as well, I was an addict to buying gaming books at the time as well. But at least it all worked out, right? And did it ever. This book is likely one of the best buys I've ever made for my D&D needs. As the predecessor to the original Dungeon Master's Guide, it must be noted this isn't a replacement for it. Those looking for the Core Rules should otherwise keep away from this book. However, should you already have the Core Rules at your disposal, this book is a treasure trove of not only additional tools, but tables, ...

  • A good guide - but not for everyone

    I like this guide - but I won't use it much. Why? It is a great help for a DM in creating details for an own, self-developed campaign. For this it contains a lot of ideas and approaches. (As it is saying on the backside cover: It is a toolbox) I for myself use ready-to-run modules a lot and rather need something to aid in improvisation to link the modules together into one greater campaign. And for this the Dungeon Master's Guide 2 does not help me much. Btw. it contains no real *essential* rules or additions. So if you not to intend to create your full own campaign it is more nice to have than really needed.

  • NOT NEEDED

    This book is not needed but can be used when your getting writers cramp. fun to read but also a sad atemp by wizards of the coast to get more money out of idiots

  • DM Guide II 3.5

    This book contains various different points to ponder when you are the merciless, or merciful DM of a campaign. It helps you to get around various problems and points you in the right direction for dealing with several different problems that may arise while playing. This book is a very helpful supplement to the gamer.