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The Dungeon Master's Guide is the essential 5th edition Dungeons & Dragons core rulebook designed for Dungeon Masters to create immersive campaigns. It offers expert advice on world-building, monster and magic item creation, and encounter balancing, enriched with detailed lore and tables. This guide empowers you to craft unforgettable adventures across the D&D multiverse, making it a must-have for any serious DM looking to elevate their game.









| ASIN | 0786965622 |
| Age Range (Description) | Adult |
| Age Range Description | Adult |
| Battery Types | Rechargeable lithium-ion battery |
| Best Sellers Rank | #396,247 in Toys & Games ( See Top 100 in Toys & Games ) #13,298 in Games & Quizzes (Books) #14,263 in Board Games |
| Brand | Dungeons & Dragons |
| Colour | dark and purple |
| Container Type | Box |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.8 out of 5 stars 30,208 Reviews |
| Edition | 01 |
| Educational Objective | Imagination Development, Role Play |
| Global Trade Identification Number | 09780786965625 |
| Grenre | Role Playing |
| Importer Contact Information | Atlantic Publishers and Distributors (P) Ltd., 7/22, Ansari Road, Darya Ganj, New Delhi - 110002 INDIA, Email – [email protected], Ph – 011-47320500 |
| Included Components | Dice |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 21.6 x 2.2 x 28.4 Centimeters |
| Item Dimensions L x W | 28.4L x 20.8W Centimeters |
| Item Package Quantity | 1 |
| Item Type Name | Book |
| Item Weight | 1 Pounds |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Part Number | 786965622 |
| Manufacturer recommended age | 0 months and up |
| Material | Paper |
| Model Name | Dungeon Master's Guide |
| Model Number | A92190000 |
| Model Year | 2014 |
| Number of Batteries | 1 Lithium Ion batteries required. (included) |
| Number of Items | 1 |
| Number of Players | 4 |
| Operation Mode | Manual |
| Packer Contact Information | Atlantic Publishers and Distributors (P) Ltd., 7/22, Ansari Road, Darya Ganj, New Delhi - 110002 INDIA, Email – [email protected], Ph – 011-47320500 |
| Power Source | Manual |
| Product Style | Traditional |
| Size | 0.85 inches x 8.51 inches x 11.17 inches |
| Subject Character | monster |
| Theme | Adventure, Fantasy, Magic |
R**T
The quality of the book and pages is superb with great artwork and guidelines for world-building
What can I say about this book? If you're a D&D fan, this is an invaluable resource for dungeon masters. The quality of the book and pages is superb with great artwork and guidelines for world-building, rewarding loot, randomising dungeons and a whole lot more. A must buy for 5th edition DMs.
G**A
An amazing guide to making D&D adventures
The first product I got was torn but amazon replaced it asap. Speaking for the book, it's quality is quite superb. Overall, it's a fun read, even if you don't plan on running a D&D game anytime soon.
L**M
nicely packed. satisfied with the book
no damage. nicely packed. satisfied with the book.
O**.
Original
Not sealed in plastic shrink wrap but it is New and unused. almost 30% cheaper than buying it locally. so i can't complain. Perfectly Good for what it is.
A**E
Really nice book, least useful of the core books though and you can (and will probably) DM without it
Beautiful book, has the nicest cover and feel by a mile out of the 3. Has some interesting lore in it. Honestly, if you want to be a DM, really your main point is to learn the Player's Handbook off by heart. The book's split into 3 parts, Part 1, Part 2 and Part 3. Here's a rundown of what you get. Honestly, chapters 1-6 are nice for a bit of inspiration, but 6 onwards is really what you're buying this for. As a DM though you'll probably spend way more time in the PHB. I glance at this like once in a blue moon, it's not the type of thing you need on hand if you print yourself all the most useful bits and bobs for your DM screen. Part 1 (Master of Worlds): Chapter 1, which is about world building. Tbh this is very generic advice and it's mostly naturally intuitive anyway, but even if it wasn't you'd probably be best with like, a Kobold guide to Worldbuilding. Chapter 2 is about their setting's planes of existence, which is fairly useful if you want to use a generic setting and you think your campaign will last long enough to get into alternate planes. Part 1 I find pretty superfluous. Part 2 (Master of Adventures): Chapter 3: 10% of the chapter is super important - shows the rules for creating encounters. Useful because the online ones don't seem to actually work very well. 90% of this chapter however is "roll on this d20 table to invent a plot". Like, really, do people do that? Either you're going to invent your own worlds on the fly or you're going to use an adventure module. I mean, you can read this for ideas, but who is going to roll a d12 to find out what the climax of their adventure is? Chapter 4: Roll to make an NPC, same as chapter 3 (at least this is more likely if you quickly had to put something together). More importantly, contains Oathbreaker Paladin and Death Domain for the cleric. These are cool things to spring on a player who falls to the darkside. Also optional rule for Loyalty is in here, you may find useful. Chapter 5: Roll to make a world. Only really useful thing here are sample traps. (Again, read it for inspiration but not really useful). Chapter 6: Shows downtime rules. Useful if you break up your campaign that much? I tend to leave mine on cliffhangers and pick back up straight where we left off though. Nice after a campaign finishes and you want to give your PCs cool new bonuses though. CHAPTER 7: Finally things get good. This chapter is 99 pages on its own. Contains the rules for treasure drops, and then an absolute TONNE of magic items. Worth the buy just for that. Unless you can grab a copy of Forged In Magic: REFORGED perhaps. Part 3 (Master of Rules): Okay here's the entire point of the book. Chapter 8 contains all combat rules, ability checks, inspiration, travel, object use, improvising damage, using battle grids, adds flanking, chases, diseases, sieges, poisons, madness, potion crafting, ways to award xp, how to deal with absent players. Chapter 9 contains ways to modernise it with weapons and use alien technology, some combat options, and otherwise is a homebrew chapter that shows how to make monsters, spells, magic items, backgrounds. Appendices: A: Roll to make dungeons. B: Lists of monsters from the Monster Manual based on environment! Like Arctic, coast etc - super useful. Wish Tome of Beasts had this. Also based on CR. C: Some generic maps. I mean, it's beautiful, the writing is quality and I guess most of it is generically useful to all DMs but it feels like the first half is more for people who don't like to come up with their own material. It's the least useful of the 3 books though. You could probs live without it given that encounter and loot generators exist online and they're the main use, as long as you're comfortable with combat. (Which, tbh is mostly in the PHB anyway).
A**D
5e Essiential
The only thing to improve this great guide are tabs.
N**S
Good
Produkten är en bok, vad kan jag säga?
K**N
Auf das wesentliche reduziert - dafür mit dem Fokus auf Gegenstände
Als bisheriger D&D 1st bzw. AD&D-Spieler, den die Edition D&D 3rd und D&D 4th nicht zu einem Wechsel bewegen konnten, war ich entsprechend skeptisch, was die D&D 5th Edition anging. Um es jedoch vorweg zu nehmen - ich bin vom DMG der D&D 5th Edition begeistert. Pro: - Qualitativ hochwertig und robust verarbeitet. - Viele schöne Illustrationen - insbesondere bei den Beschreibungen der Gegenstände - Viele Themen sind - im Vergleich zu AD&D - auf das Wesentliche und Essentielle heruntergebrochen. - Sehr übersichtlich - Es werden (wieder) alle Welten miteinbezogen (inkl. Krynn, Athas (zumindest angesprochen) usw.) und es ist ein verstärkter Fokus auf das AD&D PlaneScape-Setting vorhanden - was mir persönlich am aller Besten gefällt, da ich unter Anderem auch genau deswegen D&D 3rd und D&D 4th abgelehnt habe, bei denen mir dieser Bezug fehlte (Anm. ich habe die Werke (3rd & 4th) nicht auf Punkt&Komma untersucht - aber die gelegentlichen Einblicke waren schon schlimm genug). Neutral: - Einen Mehrwert in diesem Sinne hat das DMG 5th Edition in diesem Sinne (generelles RPG) nicht. Wer also das AD&D-DMG kennt, benötigt dieses nicht unbedingt, um die Grundregeln eines Meisters/Spielleiters und zum Beispiel der Dungeon-Erstellung zu erlernen. Aber man macht auch nichts verkehrt - bekommt man doch als Bonus zumindest ein auf die 5th-Edition optimiertes Auswahlverfahren wie zum Beispiel Wurf-Tabellen für Schätze etc. Kontra: - Konnte ich bisher keines feststellen. Fazit: Das DMG ist wie in D&D 1st oder AD&D kein muss - aber es macht das Leben für einen Meister/Spielleiter oft deutlich einfacher und ist eine Quelle vielerlei Inspiration. Dahingehend hat sich nichts geändert. Was mir persönlich besser gefällt wie in der D&D 1st bzw. AD&D ist die Ausführung der magischen & legendären Gegenstände. Für noch relativ unerfahrene Meister/Spielleiter ist dieses Buch in jedem Fall zu empfehlen und erfahrene Meister/Spielleiter (zu denen ich mich auch zähle) machen sicher nichts falsch, wenn sie darin investieren - ist es doch als Grundlage für Abenteuer in vielerlei Hinsicht sehr nützlich. :) Abschließend sei noch anzumerken, dass man vom DMG keine übermäßigen Regeln erwarten soll. Paragraphenreiter haben meiner Meinung ohnehin nichts beim RPG verloren und stören nur den Spielspaß. Phantasie ist das Zauberwort - und das schließt vor allem das Meistern mit ein. Erfahrene Rollenspieler wissen eines: (angeblich erfahrene) Meister/Spielleiter die ständig nachlesen sind die langweiligsten überhaupt und vermiesen den Spielern lediglich das Spiel. Meister/Spielleiter dürfen bis zu einem gewissen Grad Gott sein. Und genau das spiegelt auch das DMG der D&D 5th Edition wieder. Allein dafür würde ich einen Bonusstern geben - wenn es denn ginge ;).
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