The "Dungeon Master's Guide" features beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running. Along with the "Player's Handbook" and the "Monster Manual", this guide comprises the core rules for the game.
Wizards of the Coast LLC (often referred to as WotC /ˈwɒtˌsiː/ or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, and experienced tremendous success by publishing the licensed Pokémon Trading Card Game. The company's corporate headquarters are located in Renton, Washington in the United States.[1]
Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004.
For new players this might seem like the best thing ever. I have to admit I had some reservations about going from 2E to 3E with my players but they were all dying for it so away we go! I suspect this review will be of more use to veteran types than novice types, as the latter have no comparison, but here goes:
THINGS I LIKE ABOUT THE 3E DMG
(1) WORLD BUILDING: the 2E DMG didn't have this aspect in it. You had to get one of the supplementary sources to figure out all the things that are now in 3E. Good step.
Howeer, let me point out that 1E had the best context and advice for building a world. I would say that if you want advanced techniques for world building to seek out that DMG as well as the 2E CAMPAIGN SOURCEBOOK.
(2) NPC CLASSES: it was always a hassle trying to make the queen tough enough to not be killed by one sword blow. To do that, you had to make her into a class and most of the classes didn't make much sense for someone who never got out and was in court.
Now, there are artisan classes, like a 20th lvl blacksmith, and the aristocrat. It includes usual skills and such as well as the die to use.
Great idea. Now, I don't have to make the court queen a 15th lvl thief to keep her alive.
(3) PRESTIGE CLASSES: a cool idea. These are organizations of very tough or unique people who have special powers.
BTW, for you 1E players, the assassin is now a prestige class. Glad they brought it back.
(4) RUNNING THE GAME: again, this wasn't in the 2E DMG; it was in the sources mentioned above but overall, this is great for new DMs. The book helps you describe events like one of story rather than just numbers.
(5) ENERGY DRAINS: PCs now get saves against undead hits. That was always a bummer to PCs in previous editions.
(6) COOLER PICTURES
(7) NEW MAGIC ITEMS: not seen in the usual 2E books;
(8) WAYS TO TONE DOWN DEMIHUMANS FROM BEING ANY CLASS: if you're a 1E and 2E purist like me.
(9) DC EXAMPLES: very helpful if you need a quick number for skill check.
(10) RESULTS OF HAZARDS: better details than in 2E; had to get this from supplements or make it up.
WHAT I DO NOT LIKE ABOUT THE 3E DMG
(1) MAGIC ITEM PROTECTION CROSSOVER: in the 1E and 2E rules, you couldn't combine magical armor and magical rings. No longer true. Now, you can wear both which can upset game balance potentially. Still exploring this issue.
(2) XP FOR MONSTERS: you can go up a level for every 2 sessions if you kill enough things. To those who want to give out xp for RPGing and other matters, I suggest you use the optional rule that tones down all monster xp by half.
(3) PRESTIGE CLASSES: it should be a lot harder to get into these since they're so powerful. Otherwise, wouldn't everyone do it?
(4) TRAINING FOR XP: I know this isn't popular with some people but I find it hard to believe you shoot up a level just b/c you got 100 xp for killing that creature.
If I want to teach myself tennis, it's true that I can do it to some extent by watching others and emulating them. But, at the same time, there are certain bad habits I pick up that will have to be unlearned and spotted by a good instructor. I know lots of people who play tennis with weak backhands and try to play around it. Works well with other people who have such weaknesses but you get killed against other players who slam the ball down to your backhand all the time.
(5) CRITICALS: in the old rules, only the die was doubled or tripled and then the bonuses were added. Now, you total all the bonuses and double or triple it. Personally, I think that has the potential to kill a lot of PCs but my players want to play with it so they'll regret it soon enough. :)
(6) OVERLAND TRAVEL: this isn't listed as it was in the 2E DMG. From it, you could figure out how long it took to get to certain places. Important during downtime especially when PCS are going all over the place.
(7) SPELL COSTS: 2E listed some popular spell prices; not in 3E; bit of a turn off.
(8) LESS INFO ON HIRELING COSTS AND SUCH: more details in 2E if you wanted to hire people for your castle or get soldiers;
(9) NO TERRAIN COMBAT DETAILS: the 2E has more info on underwater and aerial adventures if that floats your boat.
(10) EQUIPMENT LIMITATIONS BY MEDIEVAL DATE PERIOD: in 2E, certain things didn't exist if you based it on Historical models. This was for a good reason. For instance, plate armor probably wouldn't be around if you wanted to run a dark ages campaign and, if it was, then you would have some really powerful people around who would be harder to hit.
(11) SOME MAGIC ITEMS MISSING: in 2E, there were a lot more. Not in 3E but maybe the missing ones will come out in a supplement.
(12) LACKING IN NEGOTIATION AND ROLEPLAYING: this really isn't a problem with 3E but D&D overall. When I was younger, hack and slash was the way to go with a few puzzles and tricks. But, that got old and broke up our group for a while. When we came back, I kept those elements but factored in more of a mulitilayered plot story with context, History and more roleplaying.
(13) SOME GREAT MATERIAL LOST: RAVENLOFT belongs to WHITE WOLF now; couldn't handle the extra work or cutting back? Also, unknown of PLANESCAPE and several other realms that may no longer be used in 3E. Big bummer as many of them were good. I especially liked PLANESCAPE even though my campaign wasn't in PLANESCAPE.
Anyway, my advice to old and new RPGers is to consider some points I rised. It's a lot easier to change things now then later when players are used to certain rules. Whatever the case, some things are good and some are not in my opinion.
To the more seasoned people, hope this helped some. :)
What follows is basically the same review I wrote for the Handbook in this edition...you can probably tell from the rating that I wasn't that impressed. (FYI< I'm even less impressed with 4th edition.)
I bought these when "they" decided that they'd made all the money they could from 2nd edition...oops, no I'm sorry I mean....uhh, when they bought the D&D game and decided it needed to be updated, yes that's it up-dated.
Right.
This version of D&D lasted maybe a year and a half, before they decided that D&D 3.5 was needed, all new hard back books and they were all a lot more expensive than 3. Though most of us suckers...errr, uhh, gamers, I mean, ya that's it, gamers...most of us had already bought at least the Players Handbook, specialty hero book, maybe the Monster Manual...you get the picture. I didn't buy 3.5.
They changed the system here, formalized the Sorcerer character class, allowed other races than Human to be Paladins (which a lot of us DMs had been doing already anyway). They changed the armor system so that armor class numbers got better going up instead of down (no more -10AC). The means of character development changed radically with a system of feats added and weapons proficiency changed.
The play was simplified (read dumbed down) it simplified even more in later editions (read dumbed down even more). I started in a game as a player in this edition and then set out to move the group I was DMing to this edition also. I played a Ranger in the game where I was a player. To me the biggest flaw was that a player could be so powerful in a fairly short time that he could be almost unstoppable (a talented DM was needed. :)
I later bought the 4th edition books...they have convinced me that I will in my own game groups go back to and play 2nd edition. I still have most of my helps and 4 Player's Handbooks (and I plan to buy up any more I find).
I went with one star, if this were the only version out there I'd play it. But I date back to first edition and played 2nd a long time also. I think the changes after 2nd largely failed to improve the game it. They just changed it and came up with a lot more books and material to buy.
Since I reviewed this I have purchased a few more 2nd edition handbooks used and have gone back to DMing a 2nd edition D&D game.
Wizards of the Has-been-bro continues its march towards obscurity by trying new digital techniques. They decide when it comes to borders, we all wish everyday was red and green like Christmas. Baffled by the bullsnozz, the gamer pool disintegrates seeking clearer waters. The Trifecta of Fail continues in this companion volume with crap art, layout, and cover. Something like guns and grenades are present, which manages to make this volume pro-Arneson and anti-Gygaxian at the same time. Why!
I grew up playing board games against myself. My sister wasn't much into them and whatever friends I managed to scrap together for a year or two before we moved again were either disinterested from the get-go or quickly became disinterested as I beat them mercilessly at whatever we played.
I also grew up in a world of imagination which almost universally drifted to war. I'm not sure why, but my games, movies, books, shows, and idle imaginings only seem to have real staying power if they are somehow associated with combat. One of my earliest memories is drawing viking ships battling on the ocean... and so it went from there.
When I encountered my eventual group of best friends in 7th grade (many of whom I still talk to regularly), they were clustered on a table in the cafeteria playing something with sheets of paper, pencils, dice, and a set of weirdly-sized books. I drifted over, watched for a few minutes, and became instantly hooked.
I only got to play my elven druid with his scimitar and panther a few times before their existing game master moved and the game ended, but endless class periods passed remembering every item of gear, every chunk of quantified capability that the numbers on my crumpled character sheet represented.
Despite being new to the group, within months I was the new game master, spinning worlds, races, gods, ages, and cultures out of nothingness. We played straight up through high school graduation gathering in my friend's garage attic after school every night and sometimes 12-16 hour long weekend sessions. How I did it without burning out I don't know, but I do know it for the first time let others into the private universes I'd constructed, gave me something to look forward to, a group to be myself with, and a place of refuge both physically and mentally.
Middle school was miserable. The trailers we bounced between were places of endless chore lists, terrible food, random hours-long barely-coherent suicidal rambles from an older brother out of his mind on who knows what. Our mom, when she was there, we hoped would take off on one of her regular days-long absences since when she was there it was either panicked, shouted orders to fix the latest crisis or the house filling with drunken bar dregs that'd be invited over to keep partying when the bar closed Friday night and that would sometimes linger until Monday came and swept the last of them away.
D&D was an escape hatch to an alternate reality where such concerns were irrelevant and, for a time, I could forget the misery and uncertainty of my home life, to practice being someone more powerful, resourceful, and strong than I felt.
The actual rules had some issues, especially compared to more modern rule systems, but that's like saying the pioneers' covered wagons were inefficient compared to modern moving trucks - it's true, but without the former to explore the terrain and settle the unknown the latter would likely not come into existence.
Roleplaying games remain an important part of my life even if my playing time has vastly dwindled. The problem solving and social skills, the lessons on story structure, flow, pacing, and engagement, the friendships that remain to this day, all products of that time spent around a table or sprawled across an attic or living room.
As I sit here, in an awesome hotel (the Grande Royal) on an awesome street (Inverness Street) in an awesome part (Queensbury) of an awesome city (London) with Pink Floyd (Welcome to the Machine) playing in the background, I am wondering what I should do now on the last day of one of the best holidays that I have ever had (and is going to be very hard to top). Well, I was actually asking that question of myself as I was wondering through Hyde Park on a very cold spring morning (unseasonal as I have been told) with flurries of light snow whirling around me. Then I hit upon an idea – I will write a commentary on the Dungeon Master's Guide, 3rd Edition. Well, I guess what I have said about previous Dungeon Master's Guides sort of applies to this one, but I actually found this edition a lot better (but then again 3rd Edition is probably my favourite edition). Where in the previous versions the best, and most useful part, about the guide was the treasures, this particular one actually has a lot more. Firstly it introduces prestige classes, which I think are a great idea. Prestige classes take multi-classing to a new level, and you do not have to muck around with those kits that they introduced in second edition (though you still have kits in 3rd edition). The classes here are not complete, and many, many more have been introduced in the various other supplements. The second thing was the way that they redesigned traps (and there is a whole chapter containing traps). Traps now work like monsters, which I think is a great idea because it pretty much simplifies everything into one system. As such there isn't a different set of rules for dealing with traps, objects, and monsters. In fact everything (including walls and doors) now behave like monsters (in a rule sense that is, not a real sense). Unfortunately, it may be necessary to drag this book along with you to the gaming sessions because there is a lot of stuff in here that will assist you in running the game. Then again it depends on whether you pre-prepare your modules or not. I generally have, but then I can be pretty bad when I pre-prepare adventures as I end up writing them as if they were going to be published (but then again I have actually posted a number of them on the internet, though the website that I posted them on has since been taken down). I guess I also like to write and thus when writing adventures I like to write them as if they were going to be published. However that can be incredibly time consuming, so the last few games that I played (would have been last year since I now live in Melbourne and no longer have a group) I simply resorted to notes.
Basic Concept: The basics of running a D&D 3.0 game from the DM side.
In one hilarious moment of harmony while playing D&D, our table of characters were all leveling up. As we were all in the process of looking up information and updating sheets, one person asked, "Does anyone have a DMG?" The 5 other people at the table all said in chorus, "No," with their noses all buried into their individual copies of the very same book.
The treasure/magic item tables in here were really useful when it came time to spend one's hard earned gold pieces.
Outdated, but w/e. I found this in my basement and read through it for the first time in... three years or so. Fun! I don't really know what to give this, so it gets a five because D&D is amazing, and I personally love 3rd Edition.
For me this is one of the three books that started me down the path of tabletop RPGs. Looking back, it wasn't exactly brimming with advice for the new DM, but I does act as a decent reference while playing the game.
I was reading this because I became a DM for the first time running a 5e game, before the DM Guide for 5e came out. So Chris bought this for me to hold me over. I got up to page 62 before I got distracted. Now the 5e book IS out, and I have it, so I probably won't be continuing this.
Took D&D into the 21st Century. Finally, a system that gives flexibility to the game without having to memorize a blizzard of bizarre, single use one time only rules.
They certainly did iron out some of the oddities found in 2nd edition But I guess it wasn't enough. I didn't really delve into 3rd edition though, until 3.5 came along.
I have rated this book as a 1e/5e DM who just read it for the first time. I understand that 3e had issues. Yet this book's strengths are edition independent. I appreciate its discussions of NPC, encounter, campaign, and world building along with a plethora of associated tables. It has _chapters_ worth of such practical (and theoretical) advice for DMs especially new DMs or those looking to shake things up or cover new ground. All presented in an easy to read format, as though a favorite Youtuber had put their advice to paper. As an introduction or a refresher course on crafting campaigns, Dungeon Master's Guide is worth a read.
DMG 3's authors start small, in their own terminology they build "Inside Out," beginning with encounters leading to adventures, followed by campaigns, and finally building worlds. I personally prefer this to the 5e DMG approach which builds "Outside In" opening with chapters on the world setting and creating multiverses. For new DMs in particular I recommend DMG3's approach as it starts small and manageable, growing as the game group's enthusiam and experience.
I'd recommend anyone interested in DM'ing 5e pick up a cheap copy of this title.
Good evening and welcome fellow Children of Chaos.
Other than the magic items and random treasure rolls there just isn't a lot in here to help a GM unless this is the first time any of them have never played a TTRPG before. And I understand that was likley the case when this was written, why it isn't 1 star, some of the advice in here is kind of crap.
It does have a collection of fuck you trap magic items like the necklace of strangulation that is just a fuck off item. It deals 6 damage a turn until a remove curse is cast. Because players just have remove curses at the ready 24/7.
I can say I do miss random item tables, players are always going to pick whatever gives a +1. But if you give them something weird they can be crazy and creative.
3rd ed D&D will always be my favourite of the systems (and I've played from 2nd ed forward). A fun D20 gaming system from Wizards of the Coast with plenty of scope for different styles of play. Brings back warm nostalgic memories! It is funny watching Game of Thrones at the moment and seeing the D&D type party adventuring out into the snow in search of the frozen undead!
Non fiction: Dungeons and Dragons, D&D, roleplaying, D20, rule book, setting, RPG, gaming, fantasy, adventure, Wizards of the Coast
Just DM’ed my first game. This book definitely had me prepared. If anything I planned too far ahead and the players were character building and wandering around more than I would have liked. I learned a lot from the book and it got me from a first time player all the way to running my own game.
It is poor compared to the first seven versions of regular and advanced Dungeons & Dragons. Unrealistic things such as feats were added, and important things such as most skills were removed.