Dmg Ii [Archive] - Wizards Community

Post/Author/DateTimePost
XXIII

06-27-05, 10:52 PM
I was talking with a friend of mine and contemplating the DMG II. Now, I'm not going to go into economics and the breakdown of businesses and the like - I work for a large corporate entity - so I understand why these books are coming out. :)

What I would like to kno is why I need the DMG II?? Someone sell me on it...tell me why I need it in my current and/or subsequent campaigns?? What is in that book that is necessary that I need to buy it? Sell me on the DMGII.
GreyLord

06-27-05, 11:23 PM
It goes over the basics of how to handle people in a Roleplaying group in situations that arise during roleplaying.

It also addresses situations where you as a DM might have to put together adventures rapidly, providing examples and actually providing locales and ideas for you to use in such situations. It helps a DM more aptly understand what a DM does.

Basically a much more indepth guide to the art of DMing in relation to people (real people that you play with), planning, and execution of the DM's portion of the game.
Amaril

06-27-05, 11:35 PM
It goes over the basics of how to handle people in a Roleplaying group in situations that arise during roleplaying.

It also addresses situations where you as a DM might have to put together adventures rapidly, providing examples and actually providing locales and ideas for you to use in such situations. It helps a DM more aptly understand what a DM does.

Basically a much more indepth guide to the art of DMing in relation to people (real people that you play with), planning, and execution of the DM's portion of the game.
I wouldn't say basics. It helps to resolve issues that a lot of (not necessarily most) DMs don't consider let alone know how to handle. It also has new concepts such as magical campaign events and weapon templates. In all honesty, as a new DM, I found this book very valuable and worth every penny of its cover price. If you're a longtime DM, you can still pick up a lot of material from this book.

IMHO, any DM out there who thinks this book isn't worth buying probably needs to read it.
Skeane

06-28-05, 12:25 AM
i'm not one for the supplementals, and I haven't bought the DMG 2.... but I plan to. I've looked it over, and it's got a lot of stuff that I find useful as a DM. Also, it doesn't mess around with the core rules too much. IMO DMG2 looks like a really good tool for aiding in the process of DM work. It will be one of the few texts to sit alongside my core books.
Colmarr

06-28-05, 01:19 AM
I've been playing D&D since the mid 80's and DMing for some of that time and have to say I still found lots of useful stuff in it. The section of it dealing with player types is SPOT ON. I found myself reading it thinking "Oh, Bill is a power gatherer. Ah, Fred is an Outlier. Hmm. Jane is an explorer". It already has me thinking about how I can change my sessions to give each of them something they enjoy.

Although I'm only a fraction of the way through the "crunchy stuff", the inclusion of CR1/2 booby traps brought a big grin to my face. It was always a pet peeve of mine that there was no way for a ranger or barbarian to set rambo-style boobie traps in D&D without paying hundreds of gp for it (I mean, how much can it cost to bend back a sapling and tie spikes to it?). Now there are rules to allow players and monsters to do it.

The rules for magic locations really piqued my interest too. If you played in the "Under Lord's Hall" Legacy of the Green Regent adventure, you'll remember the light that slowly healed anyone standing under it. DMG II gives you rules for adjudicating and creating locations just like it.
weasel fierce

06-28-05, 01:56 AM
Good to see WOTC catch on to this sort of information at last. There is definately a market of books that provide help and advise to DM's.

Not sure why you would need someone to write rules for how a trap works, but well, more crunch will make people happy :)
Colmarr

06-28-05, 04:13 AM
It's not the rules on how a trap works. It's rules for creating traps that do not have a gp cost that I'm so impressed by. The DMG makes no allowance for the rambo style of traps, and focuses instead on fixed, long-term traps. The DMG II addresses that absence.
amethal

06-28-05, 08:29 AM
It's not the rules on how a trap works. It's rules for creating traps that do not have a gp cost that I'm so impressed by. The DMG makes no allowance for the rambo style of traps, and focuses instead on fixed, long-term traps. The DMG II addresses that absence.Its about time, too.

My PCs have been making booby traps for years, and its nice to be able to cross something off my list of house rules for a change rather than adding something on to it.

The example NPCs are helpful, as (unlike the ones in the PHB) they are multi-classed and / or have prestige classes. Some of their feat choices seem a bit questionable to me, but that's a matter of individual taste.

I really liked the fact that they provide the complete town of Saltmarsh, together with plenty of adventure hooks.

It is simultaneously a great time saving device and a fine example of (in my opinion) the silliness that can arise if you go overboard in introducing high level NPCs.

The town has a 10th level barbarian listed under "other inhabitants we don't feel are worth giving a name to", for instance.
Eliza_Stormwhisper

06-28-05, 08:52 AM
I liked the DMG II because it had a lot of edition-neutral content I could use.
Shandrakor

06-28-05, 11:22 PM
I recommend heading down to your FLGS, picking a quiet corner, & thumbing through it for 10 or 20 minutes. If you see a bunch of stuff you like, buy it. If it's mostly stuff you've already considered, put it back on the shelf & consider Weapons of Legend or a Malhavoc product.
Gort32

06-29-05, 09:58 AM
My PCs have been making booby traps for years, and its nice to be able to cross something off my list of house rules for a change rather than adding something on to it.

Note that it's still not RAW - you might want to revise/solidify your houserule besed on the stuff in the DMGII, but it's still a houserule. Even an experienced player who joins your group wouldn't necessarily know the "rule" as it doesn't exist in books that he is assumed to have read beforehand.
MrkGrismer

06-29-05, 10:27 AM
Note that it's still not RAW - you might want to revise/solidify your houserule besed on the stuff in the DMGII, but it's still a houserule. Even an experienced player who joins your group wouldn't necessarily know the "rule" as it doesn't exist in books that he is assumed to have read beforehand.

It is RAW, it just isn't CORE.
Amaril

06-29-05, 10:35 AM
It is RAW, it just isn't CORE.
Right. RAW means rules as written, and core refers to content found in the core rulebooks.
Azzy

06-29-05, 01:13 PM
Note that it's still not RAW - you might want to revise/solidify your houserule besed on the stuff in the DMGII, but it's still a houserule. Even an experienced player who joins your group wouldn't necessarily know the "rule" as it doesn't exist in books that he is assumed to have read beforehand.

Most players are not assumed to have read the DMG or MM, either.

As others have pointed out, you've misconstrued "RAW" and "core." Also, this falls into the realm of "variant rules"--"houserules" are something that a DM and their gaming group come up with. Not really a biggie, just trying to clarify. :)
Azual

06-30-05, 08:44 AM
Most players are not assumed to have read the DMG or MM, either.


heck, my players haven't even read the Player's Handbook.
Though i think one of them is borrowing mine right now...