Dungeon Master's Guide II
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Dungeon Master's Guide II | |
Cover of Dungeon Master's Guide II |
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Author | Jesse Decker, David Noonan, Christ Thomasson, James Jacobs, Robin D. Laws |
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Genre(s) | Role-playing game |
Publisher | Wizards of the Coast |
Publication date | June 2005 |
Media type | Print (Hardcover) |
Pages | 288 |
ISBN | ISBN 0-7869-3687-8 |
The Dungeon Master's Guide II is a book of rules for the Dungeons & Dragons 3.5 edition seminal fantasy role-playing game. Like the Dungeon Master's Guide it is focused on providing Dungeon Masters with assistance in running the game. It contains a number of chapters providing advice on the more difficult aspects of running a game as well as complex pregenerated characters (often using Prestige Classes).
This is the first Dungeon Master's Guide II to be published; however, it was followed by the Player's Handbook II.
[edit] Points of Interest
[edit] Player types
The DM Guide II introduces Dungeon Masters to various types of people who enjoy the D&D game, and it explains what exactly they enjoy.
Examples include:
- Brilliant planner- A leader-type who is happiest when planning for the night's adventure
- Cool guy- Player who likes to get cool powers and cool weapons
- Lurker- Someone who is happiest when left to their own devices
- Outlier- An oddball player who likes to see their character lose, seeing it as a victory more than a defeat
- Psychodramatist- A player who likes exploring the background of his/her character, and would love to have a session centered around their character
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