🎲 Roll the dice on adventure!
The D&D 2014 Dungeon Master's Guide is an essential resource for running captivating Dungeons & Dragons games. Weighing 1065 grams and measuring 8.51 x 11.17 inches, this guide offers invaluable advice on world-building, encounter balancing, and a plethora of magical items, ensuring every session is a memorable experience for 2-5 players.
Item Weight | 1065 Grams |
Item Dimensions | 8.51 x 0.85 x 11.17 inches |
Material Type | Paper |
Theme | Games |
Number of Batteries | 1 Lithium Ion batteries required. (included) |
Operation Mode | Manual |
Number of Players | 2-5 |
D**T
Guiding the Adventure—and the Heart—Through Every Journey! 🎲🕯️✝️
This D&D Dungeon Master’s Guide is truly a treasure trove for anyone who feels called to lead a game—and a little soul—on extraordinary quests. From the moment I cracked open the hardcover, I was impressed by its depth and wisdom: world-building insights, advice for crafting memorable NPCs, guidelines for running balanced encounters, and rich moral frameworks that invite meaningful storytelling.💡 What I love most:Creative Inspiration – Endless lore, story hooks, and troublemaking ideas that spark imagination and conversation.Clarity and Confidence – Whether you're a brand-new DM or a seasoned storyteller, this guide gives you the tools to run smooth, exciting sessions that draw players in.Heart and Purpose – Beyond rules and mechanics, there’s a deeper invitation to guide others through stories that reflect hope, courage, redemption, and fellowship.As I read through the Guide, I couldn’t help but see parallels to life—and leadership—in Christ. Just like a Dungeon Master shepherds their party through challenges, Jesus guides us, sustains us in trials, and empowers us to face the unknown with wisdom and love. The unfolding adventures we shape echo His call to walk with integrity and courage in every “campaign” of life.If you’re considering this essential book, know that it delivers not only practical tools but also timeless inspiration—encouraging you to weave stories that resonate with truth, friendship, and purposeful leadership.Highly recommended for every DM who wants to lead their party—and their hearts—with boldness and grace. 🙌🎯🙏
M**T
Great job with the 5th edition DMG
Excellent update to the rules. I started with the blue box Basic set in the late 1970s, and quickly transitioned to 1st edition AD&D... lost touch for many years after 2nd edition was published while I was in college. A group of old friends decided to put a game together with the Pathfinder rules last summer, and just a month or two ago we discovered 5th edition.Taking this book on its own terms: great artwork, great build/print quality, great organization of materials. Occasionally the thing they do with art to make the pages look aged/made of parchment/torn is distracting... I would go with less of that. The overall artwork though is a lot more professional throughout compared to the 'hit or miss" artwork of the 1st edition rulebooks when the game was just getting off the ground.Taking the book in context of 5th edition, as an old 1st edition player who has played a lot of Baldur's Gate/NWN/Planescape Torment, and investigated just a bit about the subsequent iterations of the tabletop game, and has been immersed in 3.5/Pathfinder rules for about a year: The simplicity/streamlining of the game mechanics is very nice. I like the Advantage/Disadvantage mechanic replacing a whole host of circumstancial bonuses and penalties, and the reduction of most game die rolls to d20 plus proficiency bonus and/or ability score bonus. Additionally, the enormous streamlining of how to handle actions and movements from the 3.5 rules is a huge benefit. Honestly, we've just been ignoring most of those rules anyway and leaving up to DM's discretion.From a strictly DMG perspective, I really love the chapters on building a campaign and the discussion of different types of players and suggestions about what to include to keep diverse player types interested in the game. This is a body of knowledge that just didn't exist 40 years ago when the game was just getting started, and will be hugely important to young DMs and valuable even for older players like me who didn't DM much in the past. I admit that I have just skimmed some sections at this point, but as far as this book specifically goes, I most appreciate the large amount of space devoted to helping a DM build a campaign world at large, medium and small scales and create adventures for it.
A**Z
I can now truly say that 5th Edition is the best edition yet
With the release of the new DMG completing the core rulebooks of D&D 5th Edition, I can now truly say that 5th Edition is the best edition yet. A real return to looser 1st Edition (and even OD&D) sensibilities after the extreme bureaucratization and accounting fetishization of 3rd Edition, and the extremely overly-gamized 4th Edition (I liked 3rd, but truly HATED 4th.)5th Edition takes the basic approach of OD&D and Basic D&D, combined with the feel of 1E and the character customization of 3E, streamlined and simplified, with numbers reduced across the board; no more +30-50 to rolls, which make the variable of a roll of a D20 almost trivial, and Armor Class and DCs mostly top out around the low to mid 20s. The only thing to increase is Hit Point totals, but with the lower ACs the amount of hits increases, and the streamlined combat rounds make fights much faster (no more accounting for every second of a six-second combat round; every character gets to move and attack, one Bonus Action and one Reaction, and it plays out swiftly.) One of my favorite additions is Saving Throws for every Ability Score; Strength, Intelligence, and Charisma saves! Great idea!The optional rules ideas in this new DMG are great, from the Sanity Score (right up there alongside Strength and Intelligence, with a corresponding Sanity Saving Throw!) to rules for Injuries and slower healing, which helps deal with one of the few things I didn't like about 5E, the idea that everyone heals to full HP after a long rest (got a broken leg? a good night's sleep will take care of that!) The optional rules for injuries gives good spot rules for long term injuries like broken legs and lost limbs, and the core idea is easily expandable, and is essentially a system I was going to implement myself if the DMG hadn't included it!Magic Items return to much more of a 1E ideal; instead of the Diablo-style menu system of 3E or the "point and click ability" nature of 4E (and the Sword of Sharpness is back!) with the only real difference being that weapon and armor bonuses are reduced to a max of +3 (to fit with the general reduction of modifiers) and magic items are ranked by rarity, from Uncommon to Legendary (Potions of Healing are Uncommon, a Staff of the Magi is Legendary.)This is all in addition to general things required of a D&D DMG, such as rules for constructing buildings, a general tour of the other planes of existence and basic rules for them, and some nice discussions of the ideas behind D&D and the basic assumptions of different styles of campaign, such as a short talk about different subgenres of Fantasy, the general expectations inherent to them, and where the different D&D settings fit into each style (like the Sword & Sorcery genre of Greyhawk and Dark Sun, the Epic Fantasy of the Forgotten Realms, the High Fantasy of DragonLance, and the Dark Fantasy of Ravenloft.)This new DMG, and the new Edition of D&D in total, is a wonderful return to the original looser, more free-wheeling style of D&D, with Dungeon Master judgement and interpretation more important than a specific rule for every tiny possible detail, but all built around a very solid framework. It fulfills every desire I have for a D&D ruleset.
Trustpilot
3 days ago
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