Dungeon Master's Guide II

0-7869-3687-8OCLC61176331

The Dungeon Master's Guide II is a book of rules for the 3.5 edition of the Dungeons & Dragons seminal fantasy role-playing game.

Contents

Like the Dungeon Master's Guide, this book focuses on providing Dungeon Masters with assistance in running the game. It provides advice on aspects of running the game as well as complex pregenerated characters (often using Prestige Classes).

Player types

The Dungeon Master's Guide II introduces Dungeon Masters to various types of people who enjoy the D&D game, and it explains what they enjoy.

Examples include:

  • Brilliant planner—A leader-type who is happiest when planning for the night's adventure
  • Cool guy—Player who likes to get cool powers and cool weapons
  • Lurker—Someone who is happiest when left to his own devices
  • Outlier—An oddball player who likes to see his character lose, seeing it as a victory more than a defeat
  • Psychodramatist—A player who likes exploring the background of his or her character, and would love to have a session centered on that character

Publication history

The book was written by Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, and Robin D. Laws, and was published in June 2005. Cover art is by Matt Cavotta, with interior art by Kalman Andrasofszky, Mitch Cotie, Ed Cox, Steve Ellis, Wayne England, Emily Fiegenschuh, Randy Gallegos, Brian Hagan, Ginger Kubic, Raven Mimura, William O'Connor, Michael Phillippi, Vinod Rams, Wayne Reynolds, Dan Scott, Ron Spencer, Arnie Swekel, and Franz Vohwinkel.

David Noonan explained that this book offers words of wisdom on how to manage a game or even a whole campaign more creatively, and broadens the scope of adventuring to include more city and campaign-based material. He "wanted this book to have something for players too. Thus, the DMG II contains more magic items, plus some new rules elements designed for players, such as teamwork benefits and PC organizations".[1]

Dungeon Master's Guide II was followed by the Player's Handbook II.

Reception

The reviewer from Pyramid commented that: "The Dungeon Master's Guide II is a supplementary volume intended to make the referee's job easier, but it achieves only mixed results."[2]

References

  1. ^ Carroll, Bart (June 6, 2005). "Product Spotlight: Dungeon Master's Guide II". Wizards of the Coast. Archived from the original on November 12, 2005. Retrieved August 1, 2013.
  2. ^ "Pyramid: Pyramid Review: Dungeon Master's Guide II (For Dungeons & Dragons)".
  • v
  • t
  • e
Original Dungeons & Dragons
Core
  • Dungeons & Dragons
  • Chainmail
Supplements
Basic Dungeons & Dragons
Core
Supplements
Modules
Advanced Dungeons & Dragons
Core
Supplements
Modules
Advanced Dungeons & Dragons 2nd edition
Core
Supplements
Adventures
Dungeons & Dragons 3rd edition
Core
Supplements
Adventures
Dungeons & Dragons v3.5
Core
Supplements
Eberron
Forgotten Realms
Other
Adventures
Eberron
Expedition series
Fantastic Locations
  • City of Peril
  • Dragondown Grotto
  • Fane of the Drow
  • Fields of Ruin
  • The Frostfell Rift
  • Hellspike Prison
Other adventures
Dungeons & Dragons 4th edition
Core
Supplements
Adventures
Dungeons & Dragons 5th edition
Core
Supplements
Campaign guides
Adventures
Magazines
  • Dragon
  • Dungeon
  • v
  • t
  • e
Basics
General
Gameplay
Creators
Companies
Licenses
Geography and cosmology
Campaign settings
Planes of existence
Characters and beings
Races
Classes
Character lists
Notable characters
Creatures and monsters
Deities and powers
Publications
Core rulebooks
Classic boxed sets
  • Dungeons & Dragons (original)
  • Basic
  • Expert
  • Companion
  • Master
  • Immortals
  • Rules Cyclopedia
Supplements
High-level rules
Psionics Handbook
Notable
modules
Online tools