π² Level up your Dungeon Master game β where epic stories begin!
The 2024 Dungeon Master's Guide is a comprehensive core rulebook for Dungeons & Dragons 5th Edition, featuring over 400 tools, 18 new magic items, innovative worldbuilding mechanics, stunning artwork, and a double-sided Greyhawk campaign map. Designed to enhance gameplay and campaign management, it pairs perfectly with the 2024 Playerβs Handbook and Monster Manual.
Material Type | Paper, Cardboard |
Color | Multicolor |
Theme | Adventure, Fantasy |
Item Display Dimensions | 10.98 x 0.79 x 8.19 x 10.98 inches |
Item Weight | 2.05 Pounds |
Package Quantity | 1 |
Item Dimensions L x W | 10.98"L x 8.19"W |
Unit Count | 1.0 Count |
Number of Items | 1 |
Number of Players | 2+ |
Container Type | Box |
Language | English |
Package Type | Standard Packaging |
G**N
Best Dungeon Mater Guide Cover Ever!
I am very happy with this 5th edition much needed Dungeon Masters Guide Upgrade. I am totally in love with the cover showing Venger and Warduke from the Dungeons and Dragons Cartoon show from the 1980s. The cover is glossy like I like it. This is the best Dungeon Masters Guide cover ever (the worst ever cover award goes to the first edition Dungeon Masters Guide with a red Efreeti on it). Also great is the book is thick and heavy. It has quality paper and construction.Chapter one is the basics. It is very helpful for beginners in training to be a Dungeon Master. This tells you what you need to know, and answer your questions. This is the best Dungeon Masters Guide for a new Dungeon Masters to read what the game is about. It is really nice. Chapter 2 is actually running the game. This includes combat and exploration. Chapter 3 is a DMs toolbox for creating monsters , spells, magic items, and other things. I like the Hazard section which presents the effects of hazards such as poison gas, webs, and even contact with the river Styx. Seige equipment is a must have section. Chapter 3 also provides information on explosives and firearms which I love. There is also a great names table for your to roll for a NPCs first and last name. Very useful. I like how they presented traps! There is a description of each common trap, how it works, and how to disarm it. This is amazing useful detail in any game. Chapter 4 is creating an adventure. It provides tables you roll on to get an adventure statement that you would then use to create a scenario or whole adventure. This is great to have help in planning what your next module for the characters will be about. I think it is fun to obtain random rolled results and use my imagination to fill in a surrounding story.Chapter 5 is creating a campaign with the inclusion of an overview of the world of Greyhawk which was created by Gary Gyax. It was the first complete world for D and D (more fully developed in release over the Blackmore Campaign world created by Dave Arnenson). In the back of the book is a quality map of Greyhawk which is a very nice touch. Thank you Wizards of the Coast.Chapter 6 gives a great overview of the Outer planes which is very informative. It also explains the Blood War. The Inner planes, Demi-planes, and the Feywild are reviewed as well. My favorite plane, the Plane of Shadow (also called the Shadowfell) is presented.Chapter 7 is on treasure items. Chapter 8 includes Strongholds (Bastions) and their creation for player characters. Appendix A has a lore glossary which is great for looking up names of individuals and places to know what they are. This is a must have. Very nice is Appendix B displaying various maps for you to use.What would veteran Dungeon Masters like myself find useful? Useful things are the Urban and Wilderness Chase tables, Weather Table, Terrain and Encounter distance table. There is a section for creating magic items and spells that is very helpful. I also like the Sample Fear and Mental Stress Effects section. And again, I like the table on page 73 for Firearms, Futuristic Items, and Explosives which are great for encounters on another world. Page 93 has many tables on settlements to give population, defining traits, tavern names, and random shops. This is very useful, even you wonβt know what the settlement will be like in a final version which is part of the fun.A negative part of the book is the drawing of βsuper cuteβ characters on some of the handouts. This really ruins the handouts to the point that I would not use them. If they had to do this, it would be nice to have one version with a cute character drawn on it, and another with realistic characters such as a dwarf or a dragon.Initiative is covered in this book. Really to add excitement and the chaos of the unknown, I have my players reroll initiative every round (as a group)! This way no one then know what to expect, even the Dungeon Master.This is an A plus Dungeon Masters Guide in giving beautiful artwork. But most of all, it provides all the useful tables to run your games in one book. This book reminds me of the first edition Dungeon Masters Guide by having soooo many useful tables and tips. This edition guide gives clarity and organization that is easy to understand. No stats in here for Venger or Warduke, guess we have to wait. Having a physical book in your hands is like nothing else.
A**
Now I can finally start playing πππ
Arrived on time and undamaged and really good design and quality, it is on the pricey side but it is really helpful πππ
S**Y
A must have!
It's well worth the price! Loaded with all kinds of information. A must have for any DnD fanatic or DM!
B**S
I like it π
It's pretty well put together IMHO. In many ways it's been well revised from the 2014 ed: and there is an interesting approach to character making, spell updates etc. The Bastions info is quite interesting and some of the added appendix -like additions are useful. Heck I can hardly forget to mention the inclusion of the Greyhawk campaign world and map right in the DMG.As Yoda would say; Satisfied I am, worthwhile it is π
A**R
To be used for years to come
Amazing artwork! Great writing and good explanations overall.The packaging and handling were not great, but maybe that's the fault of my country's customs inspection on the package.Bought these for my nephew, who will likely be playing D&D for many years to come. So despite the high price, it's an expense that will dilute over time.
W**L
Worth buying, even if you're using one of the other editions
I purchased the hardback book which had no flaws that I could detect. It is well stitched and glued, and it stays open when laying flat (although the outer pages do need some coaxing to lay flat initially, this is normal for most hardbound books).This is probably the overall best DMG ever produced for the Dungeons and Dragons label. That said, I'm not especially happy with around half of the 2024 rules "upgrade," hence only four stars. (But most of that takes place in the Player's Handbook so I won't go into it here. YMMV, of course.) However, Bastions are a welcome addition!This edition is thoughtfully arranged to be helpful to first time DMs as well as experienced ones (a difficult task, to be sure), focusing on how to run the campaign (including several tracking sheets), then how create a world from start to finish. It also includes a great deal of pre-made content to help out beginning (and perhaps overwhelmed) newbies as well as time-choked experienced ones, including a re-tooled (from previous editions) Greyhawk Gazetteer and a double-sided poster map of Oerth (obverse) and the Free City of Greyhawk. There are also 15 pages of generic maps for interesting locations in Appendix B, including a caravan encampment, an underdark warren, and a ship.I'll let the chapters and their subheadings speak for themselves. (NOTE: While there are numerous subheadings, many of them are just a paragraph on the same page, but due to their importance they deserve their own title.)Chapter 1 - The BasicsWhat does a DM Do?Things You NeedPreparing a SessionHow to Run a SessionExample of PlayEvery DM is UniqueEnsuring Fun for AllMutual RespectRespect for the PlayersRespect for the DMChapter 2 - Running the GameKnow Your PlayersGroup SizeMultiple DMsNarrationResolving OutcomesAbility ChecksAttack RollsSaving ThrowsDifficulty ClassAdvantage and DisadvantageConsequencesImprovising DamageImprovising AnswersRunning Social InteractionRoleplayingAttitudeRunning ExplorationUsing a MapTracking TimeActions in ExplorationPerceptionTravelRunning CombatRolling InitiativeTracking InitiativeTracking Monsters' Hit PointsUsing and Tracking ConditionsMiniaturesTracking Position at Long RangeNarration in CombatKeeping Combat MovingAdjusting DifficultyFight or FlightCharacter AdvancementChapter 3 - DMs ToolboxAlignmentChasesCreating a BackgroundCreating a CreatureCreating a Magic ItemCreating s a SpellCurses and Magical ContagionsDeathDoorsDungeonsEnvironmental EffectsFear and Mental StressFirearms and ExplosivesGods and other PowersHazardsMarks of PrestigeMobsNonplayer CharactersPoisonRenownSettlementsSiege EquipmentSupernatural GiftsTrapsChapter 4 - Creating AdventuresStep-by-Step AdventuresLay Out the PremiseAdventure PremiseAdventure ConflictAdventure Situations by LevelAdventure SettingDraw in the PlayersAdventure PatronsSupernatural HooksHappenstance HooksPlan EncountersCharacter ObjectivesKeeping the Adventure MovingSomething for EveryoneMultiple Ways to ProgressSocial Interaction EncountersExploration EncountersCombat EncountersMonster BehaviorEncounter Pace and TensionBring it to an EndDenouementAdventure RewardsAdventure ExamplesChapter 5 - Creating CampaignsStep-by-Step CampaignsYour Campaign JournalCampaign PremiseCampaign CharactersCampaign ConflictsFlavors of FantasyCampaign SettingCampaign StartPlan AdventuresEpisodes and SerialsGetting Players InvestedTime in the CampaignEnding a CampaignGreyhawkImportant NamesGreyhawk's PremiseFree City of GreyhawkGreyhawk GazetteerChapter 6 - CosmologyThe PlanesPlanar TravelPlanar AdventuringTour of the MultiverseChapter 7 - TreasureTreasure ThemesCoinsTrade BarsTrade GoodsGemstonesArt ObjectsMagic ItemsMagic Item CategoriesMagic Item RarityActivating a Magic Item"The Next Dawn"Cursed itemsMagic Item ResilienceCrafting Magic ItemsMagic Item Special FeaturesArtifactsSentient Magic ItemsMagic Items A-ZRandom Magic ItemsChapter 8 - BastionsGaining a BastionBastion TurnsBastion MapBasic FacilitiesSpecial FacilitiesOrdersBastion EventsFall of a BastionAppendix A - Lore GlossaryAppendix B - MapsBarrow CryptCaravan EncampmentCrossroads VillageDragon's LairDungeon HideoutFarmsteadKeepManorMineRoadside InnShipSpooky HouseUnderdark WarrenVolcanic CavesWizard's TowerIndexTracking SheetsGame ExpectationsTravel PlannerNPC TrackerSettlement TrackerCampaign JournalDM's Character TrackerCampaign ConflictsMagic Item TrackerBastion Tracker
T**L
Beautiful and useful book
As a new D&D player, I wanted to invest in the right tools for my latest hobby, so I got this book as well as the player's guide, and ordered the monsters manual that is not due for release until February, 2025. The books have sturdy covers that protect all of the beautiful art and exhaustive information within. I feel that the game should be around for as long as it has already since that are no limits to imagination. Highly recommended!
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