Dungeon Master's Guide (Dungeons & Dragons 4th Ed: Core Rulebook)

Dungeon Master's Guide (Dungeons & Dragons 4th Ed: Core Rulebook)

James Wyatt

Language: English

Pages: 225

ISBN: B008KX0A5O

Format: PDF / Kindle (mobi) / ePub


The third of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Dungeon Master's Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.

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Player's Strategy Guide (Dungeons & Dragons 4th Ed: Supplement)

The Emerald Scepter (Forgotten Realms: The Scions of Arrabar, Book 3)

Dungeons & Dragons Adventure: The Rise of Tiamat (5th Edition)

Curse of the Shadowmage (Forgotten Realms: The Harpers, Book 11)

Tangled Webs (Forgotten Realms: Starlight and Shadows, Book 2)

 

 

 

 

 

 

 

 

 

 

Adventure. Many of the same principles apply when you run more interaction-focused or investigation-heavy adventures. One-Hour Preparation If you spend one hour each week preparing for your game: Select a published adventure to run. Flip through the adventure. Keeping in mind the length of time you’re going to play in a game session, figure out how likely it is that your players will play each encounter. Prioritize them as: definite, possible, or unlikely. Carefully read each encounter you.

Rules and tactics of combat, Magic Items: Speaking of magic items, when the characters get over their fear of the lightning-charged magic sword and pick it up, tell them what it is and what it does after they’ve examined it over the course of a short rest (see page 263 of the Player’s Handbook). It’s not fun to make characters guess what a magic item is or try to use a magic item without knowing its capabilities. You can make an exception for really special items, including artifacts. Even.

Monster’s level equal to the encounter level. If you’re building a 7th-level encounter for five characters, five 7th-level monsters fit the bill perfectly. A solo monster of that level is also an ideal encounter all by itself. You don’t have to hit your XP target exactly. If you don’t, just keep an eye on the XP targets for encounters a level above or below the level you chose. If you set out to build a 10th-level encounter for five characters (target XP 2,500), but you spend only 2,200 XP,.

10th-level encounter for four. TARGET ENCOUNTER XP TOTALS Encounter Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 4 PCs 400 500 600 700 800 1,000 1,200 1,400 1,600 2,000 2,400 2,800 3,200 4,000 4,800 5,600 6,400 8,000 9,600 11,200 12,800 16,600 20,400 24,200 28,000 36,000 44,000 52,000 60,000 76,000 Target Encounter XP 5 PCs 6 PCs 500 600 625 750 750 900 875 1,050 1,000 1,200 1,250 1,500 1,500 1,800 1,750 2,100 2,000 2,400 2,500 3,000 3,000 3,600 3,500.

Encounter starts. ELEMENTS OF A KEY/ENCOUNTER DESCRIPTION MAPPING THE SITE Drawing the Map Room description Monsters Traps Hazards Monster tactics Encounter XP value Treasure, if any Rules for terrain and features in the room The encounter areas presented in Chapter 11 are reasonably well detailed, but you don’t necessarily need the same level of detail in your own adventures. Particularly if you don’t have a lot of time to prepare, it can be enough to jot quick notes about each encounter.

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