Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition
by: Wizards RPG Team
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Product Description:
The second of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Dungeon Masters Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.
The second of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Dungeon Masters Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.
Related Items:
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- Keep on the Shadowfell (Dungeons & Dragons, Adventure H1)
- Dungeons & Dragons Dungeon Master's Screen
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Customer Reviews
Average Rating:

Rating:
- A new DMG for a new game
Quickly: somewhat conflicted book that definitely sets 4th edition up as a new game and not your old D&D.
Summary: I think anyone reading this knows what a Dungeon Master's Guide is so I won't spend much time on a summary. Basically it's the book that tells you how to DM a game of 4th edition D&D.
What's surprising is that it's very rules light. Chapters include How to Be a DM, Running The Game, Combat Encounters, Building Encounters, Non-Combat Encounters, Adventures, Rewards, ... Read More
Rating:
- Updated
This is the updatedD& D with 4th edition rules. Looks like they're getting rid of most things supenatural aside from evil deities like Asmodeus and Tiamat, plus Bahamut for a good deity. Included are some sample monsters like a death knight and lich. It's subsidized so it's based on what you can afford. For example, I'm not going to shell out 75 bucks for a deluxe edition; these are the lowly ones found on the shelves of bookstores before they order you an expensive edition. And a dragon might usually ... Read More
Rating:
- Finally, a D&D ruleset which my little sisters not only tolerate, but enjoy!
You know what is great about the 4E rules for D&D? They made it easy, and fun, for NEW PLAYERS to get into the game. They simplified and streamlined a lot of the nit-picky stuff (which, granted, some people love), and made it easier to just jump into the game.
What this means is that I can start an impromptu game with my little sisters, and actually keep and HOLD their attention all the way through an entire gaming session of about 2 hours. That is AMAZING! They have always liked the game, and ... Read More
Rating:
- WotC's New Coke
I played D&D through every edition since the beginning: basic, expert, AD&D, 2nd, 3.0, 3.5, and now 4th. I've stayed true to the original D&D, never straying to other game developers, never wanting to.
WotC has achieved the impossible, with 4th ed. they have lost yet another loyal player. Its amazing how a company can so misunderstand its core customers. In creating 4th ed. WotC no doubt tried to get some of those lucrative World of War Craft kids on board - heavy on the fighting, light on the ... Read More
Rating:
- Finally, the DMG that's meant for DMs only
First off, not a review of the 4.0 rules as a whole, which contain elements I mostly like, but a few I don't.
However, the DMG is the best one that I've read so far, starting back since 2nd Edition. I like the fact that they have put most of the core rules in the Player's Handbook, and left the Dungeon Master's Guide to discuss how to actually write adventures and generally run the game. Also, and this is good for their business as well, they actually designed the book to instruct *new* DMs how ... Read More
- A new DMG for a new gameQuickly: somewhat conflicted book that definitely sets 4th edition up as a new game and not your old D&D.
Summary: I think anyone reading this knows what a Dungeon Master's Guide is so I won't spend much time on a summary. Basically it's the book that tells you how to DM a game of 4th edition D&D.
What's surprising is that it's very rules light. Chapters include How to Be a DM, Running The Game, Combat Encounters, Building Encounters, Non-Combat Encounters, Adventures, Rewards, ... Read More
- UpdatedThis is the updatedD& D with 4th edition rules. Looks like they're getting rid of most things supenatural aside from evil deities like Asmodeus and Tiamat, plus Bahamut for a good deity. Included are some sample monsters like a death knight and lich. It's subsidized so it's based on what you can afford. For example, I'm not going to shell out 75 bucks for a deluxe edition; these are the lowly ones found on the shelves of bookstores before they order you an expensive edition. And a dragon might usually ... Read More
- Finally, a D&D ruleset which my little sisters not only tolerate, but enjoy!You know what is great about the 4E rules for D&D? They made it easy, and fun, for NEW PLAYERS to get into the game. They simplified and streamlined a lot of the nit-picky stuff (which, granted, some people love), and made it easier to just jump into the game.
What this means is that I can start an impromptu game with my little sisters, and actually keep and HOLD their attention all the way through an entire gaming session of about 2 hours. That is AMAZING! They have always liked the game, and ... Read More
- WotC's New CokeI played D&D through every edition since the beginning: basic, expert, AD&D, 2nd, 3.0, 3.5, and now 4th. I've stayed true to the original D&D, never straying to other game developers, never wanting to.
WotC has achieved the impossible, with 4th ed. they have lost yet another loyal player. Its amazing how a company can so misunderstand its core customers. In creating 4th ed. WotC no doubt tried to get some of those lucrative World of War Craft kids on board - heavy on the fighting, light on the ... Read More
- Finally, the DMG that's meant for DMs onlyFirst off, not a review of the 4.0 rules as a whole, which contain elements I mostly like, but a few I don't.
However, the DMG is the best one that I've read so far, starting back since 2nd Edition. I like the fact that they have put most of the core rules in the Player's Handbook, and left the Dungeon Master's Guide to discuss how to actually write adventures and generally run the game. Also, and this is good for their business as well, they actually designed the book to instruct *new* DMs how ... Read More
