| Post/Author/DateTime | Post |
|---|---|
| polt06-27-05, 07:06 PM | Now the DMGII has been out for a while, and I'm thinking of buying it. But I wanted to hear what you guys thought of the book first? Is it worth using when you play Eberron? Is it good for all settings? Gimme your 2 cents :) |
| ChronosCrow06-27-05, 09:12 PM | I'd have to say it is much more of a general D&D tool than an Eberron tool. That's not to say it wouldn't help with Eberron. There are many ideas introduced that you could easily create an Eberron spin on them. Make them new tools being pioneered by the leading edge artificers and wizards alike kinda stuff. On a total book note I love the DMG II to pieces and I'd advise it to anyone that runs a D&D game. It's got a new wealth of knowledge to help any DM revitalize their game and work with players. |
| Save-vs-DM06-28-05, 06:49 AM | What all does it have in it, ChronosCrow? I havn't really looked at it at all, so I want to know if it's worth my bucks or not. Cheers, Save vs DM |
| ChronosCrow06-28-05, 12:28 PM | Excerpt from WOTC (http://www.wizards.com/default.asp?x=dnd/ex/20050603a) 1st Chapter- Is a lot about communication and understanding how to run the game better. It focuses on knowing how to please your players and the different styles create for themselves when playing DM and PC alike. 2nd- Is about running adventures. There are a few set ups about specific locations and optional kinds of encounters like "the chase" and "mobs". 3rd- Is "The Campaign". I haven't read this one yet, but it looks to basically be a more specific run down on running a campaign and helping set up the world. It's got information about how people acted in the medival ages and the thought process behind how those emotions developed. 4th- "The Saltmarsh" looks really great. It's an adventure module of a city able to be dropped into any world. It has an extremly detailed explanation of the entire city and a very close break down of all the important NPC's in the city. Looks pretty good, but I haven't read that either yet. 5th- Nonplayer Characters- Again another redetailed breakdown of a primal function in D&D, the NPC. This section too is wonderful. It might help out more new DM's, but I'm positive any trusted DM can still get out some new information to help revitalize their own game. It talks about ways to govern "Contacts" and "Hirelings". 6th- Characters. Has rules for designing a Prestige Class which can be pretty valuable to those who like to make PrC's, but aren't sure if their idea's are balanced for a good game. A few sample organizations and some helpful rules and feats for running your own Guild. 7th- Magic Items. Another breath of fresh life. Bonded magic items, items that a character creates a magical bond with (for the guy that loves his sword just a little too much). Magical locations and how they are augmented and created and their effects. New weapon and armor special abilities. Also they introduce the idea of "templates" to weapons. Stuff like 'feytouched' and 'soulforged' weapons, most cost +600 gp and add some dmg to the weapon in certain situations. Just some more flavor and crunch added to the history and function of weapons. There is also some context on the use of Artifacts in your game. |
| ccerose06-29-05, 01:17 AM | I'm currently DMing an Eberron campaign and am also getting some use out of the DMGII. The PCs in my game are opening a brewery/inn/headquarters in Sharn, and the "Setting up Shop" section has been very helpful. I'm fairly new to DMing, so the information in the DMGII is great for me. Especially the part on problem players and getting the PCs to use teamwork. The section on preparation was really good for getting things up and running smoothly come game time. |
| ChronosCrow06-29-05, 08:41 AM | "Setting up Shop" section has been very helpful. The section on preparation was really good for getting things up and running smoothly come game time. Forgot about these, I agree. They are very good sections. |
| Hideous Phidias06-29-05, 12:40 PM | I took the city of Saltmarsh and placed it in Valenar as a base for my PCs. It was easier running a city game out of Saltmarsh then Sharn due to te fact the Sharn book's maps are lacking. |
| Brastan06-29-05, 03:04 PM | The unique villain abilities are a nice touch. While I could easily add extra limbs to anything I want its nice to have a rules base for it helps deflect "by the rules" type of players. Unless you use the BoVD (which I don't particularly like) there aren't to many ways to make Villains unique. Most offend they get viewed as the "DMs" character. Honestly how many villains are there that don't have some additional little quirk or advantage. I agree with the Shops + Sharn. If I had these rules during my first campaign I might have shifted the focus when one of my players opened up a shop. Now I actually have something for players to do in Sharn when I get ready to run next campaign. Mobs, Crowds, and Traffic Jams! It really expands on city based adventuring. Mobs are scary things and a good way to keep players form thinking they are cool because they're so much higher level than everyone else. Oh, there's nothing like a Mob of rioting Warforged wage slaves. :D |
| darkthought06-29-05, 09:39 PM | I agree, the book isn't half bad. The "running a business" sections are very useful, for when players get higher and decided to do more than just adventure. The Magical Sites could be useful, it would be alternate rewards than magic items. And with the manifest zones in Eberron, it would be pretty easy to slip one in. |
| Lycaon07-21-05, 05:00 PM | Saltmarsh would also be placed well as a frontier outpost for those traveling to Xendrik. |
| MrFilthyIke07-21-05, 05:04 PM | I'll most likely plant Saltmarsh into Eberron, and my group apparently are all secret accountants, and are fantastically interested in building shops, fortresses, and hideouts. :D |
| MrFilthyIke07-21-05, 05:05 PM | Saltmarsh would also be placed well as a frontier outpost for those traveling to Xendrik. I think a coastal location somewhere in Q'Barra would do nicely. You already have the lizardman presence... |
| MysticTheurge07-21-05, 08:51 PM | How have people handled the artificer infusions "Weapon Augmentation" and "Armor Enhancement" when combined with Synergy qualities? Does anyone do anything unusual here, or just say you can infuse a Synergy quality provided the weapon already meets the requirements (either independently or through the use of other infusions)? |
| ccerose07-22-05, 05:11 PM | I'd have to say it is much more of a general D&D tool than an Eberron tool. That's not to say it wouldn't help with Eberron. I can't agree more. I would be using this book right along side my DMG regardless whether I was running a one shot adventure or a home brew campaign. My PCs are spending more and more time in towns, so the chapter on NPCs has been really nice. Half the PCs want contacts, so the section on how often the contacts meet and what kind of information they provide was helpful. The section on 100 Instant NPC Agendas is great. Roll a d100 and come up with a personality. |
| Liane the Wayfarer07-22-05, 08:47 PM | Oddly enough, I find the Saltmarsh in the DMG II to fit the atmosphere of Eberron better than Greyhawk! Greyhawk's supposed to be medieval-ish. Saltmarsh has modern-concept casinos and such, which is not out of place in Eberron. |