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10 von 11 Kunden fanden die folgende Rezension hilfreich:
4.0 von 5 Sternen
The essential rulebook for beginning DMs, 19. September 2000
Now this is exactly what a Dungeon Master's Guide should be! Rather than simply repeating the rules from the Player's Handbook as the 2nd Edition guide did, the 3rd Edition DMG provides rules for how to run a D&D campaign--everything that the most novice, first-time DM would need. Many of the subjects that the 3E DMG deals with were previously found only in specific supplements and Dragon Magazine articles, geared towards helping the DM prepare an adventure, populate his campaign world, and narrate the story. These essential pieces of advice, far more important than the agglomeration of rules, are what the DM needs as the storyteller. In addition, much was done to re-vamp the magical items section of the DMG. The new methodology of magical item creation is sensible. The tables provide for greater variety of interesting magic items, drawing somewhat upon the Diablo system of magic item generation, wherein enhancements (such as flaming burst, holy weapon, etc.) are interchangeable for different weapons and armors. The result is an increased number of possibilities. At the same time, the DMG lays the foundation for race and subrace, prestige class and character class generation, so that any DM can make his campaign truly unique. Finally, a number of different suggestions for handling situations that might come up in the game, such as unusual actions, random encounters, and such, is included. Default tables for NPCs, personality tables, and an assortment of charts designed to ease gameplay prove rather useful as well. The 3rd Edition DMG, indeed the system itself, harkens back to the days of 1st Edition AD&D. Overall, this is a good change, which provides greater options and fewer limitations. However, the default classes and races are somewhat restrictive, very class-level oriented. The experienced DM will find the sourcebooks to be of lesser use, but under the guidelines of 3rd Edition D&D, he will no doubt be able to use the suggestions within to create his own 3rd Edition campaign, unique to himself and his gaming group. Thus, beginning and advanced DMs alike will find the 3E DMG to be an invaluable sourcebook, though in different ways. All in all, it lays a solid foundation for D&D in the decade to come.
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3 von 3 Kunden fanden die folgende Rezension hilfreich:
3.0 von 5 Sternen
Good work, but intended more for the beginning DM, 19. September 2000
Wizards of the Coast has certainly done another fine job with the new DMG. That it actually costs $5 _less_ than the original in '81 is shrewd marketing, indeed.In all honesty, after 24 years of playing, I have to say that the DMG was always the book I looked at the least. The first edition I mainly used for the attack charts, and I never purchased the 2nd edition. My major discovery upon reading the new DMG was that I still have somewhat the same opinion. I found the nearly 10 pages of nothing but NPC stats pretty much a waste of space, and I've always run a low-magic world and designed my own magic items, so that whole section was nothing to get too excited about. Gotta say, though: it sure is nice to finally have actual _rules_ for making magic items, so that gets a big thumbs up. Much ballyhoo has been made about the Prestige classes, but I really don't see what the fuss was about. While I like the concept, the execution of the classes included left me cold -- I really can't think of a campaign that I'd run where any of them (well, maybe the assassin) would fit in, nor would any of my characters in other campaigns rush out to change class. I think the advice given on tinkering with the available classes is much more useful, in the long run. Visually, I have the same problems with the DMG as I did with the PH. I know that the Wizards design team was trying to come up with an "inconabula" look to the pages of the core rules, but I find the faint brown lines behind the text extremely distracting; ditto the too-dark sepia tone behind the chapter introduction text. As far as the illustrations go, I'm still split on the "new look" of the books. Scott Fisher's illustrations are too "plastic-y" for my tastes (and sometimes display an almost Erol Otis-like baroqueness -- see the rather pregnant-looking Loremaster on pg. 34), and Todd Lockwood's look like they come from another age of D&D (check out the especially amusing wild elf on pg. 21!). On the other hand, I've always like Wayne Reynolds and Arnie Swekel's work, and Kevin Walker's has a cool Brian LeBlanc look to it, which is always good by me. And, at last, an illustration of a black character , even if it is for the NPC-only Aristocrat class. So, this may seem like a mostly negative review. Far from it. If you're not an old hack, much of the information found in the DMG can make the difference between a great campaign and a failed one. The chapters on campaigns, world building, and combat narration can pull anyone out of writer's block. So, three stars isn't too bad. I didn't find it all that useful, right off the bat, but I certainly don't feel that I wasted my money (now 1st edition, that's another story...). Can't wait 'till the Monster Manual! :-)
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12 von 21 Kunden fanden die folgende Rezension hilfreich:
2.0 von 5 Sternen
Wird d&d jetzt ein Spiel für kleinkinder ??, 14. November 2000
Von Ein Kunde
Trotz einmaliger grafischer Aufmachung enttäuscht das Buch. Die langatmige Beschreibung von Figurenkampfregeln und endlose Tabellen a la "Ich würfel mir mal 3 Stunden lang einen Dungeon aus" sprechen wohl eher das Publikum unter 14 Jahren an. Langjährige D&D Fans werden damit wohl gar nichts anfangen können. Die magischen Gegenstände sind zwar oft recht einfallsreich gemacht, aber auch hier findet ein erfahrener Spieler wenig neues. Der Großteil des Buches widmet sich also Neueinsteigern, viele Passagen sind nichts anderes als Anpassungen des original-AD&D 2. ed. auf das neue D&D System, Innovationen sucht man hier vergeblich. Die ausführlichen Regeln zur Erschaffung eigener magischer Gegenstände lassen an Atmosphäre vermissen und verleiten zu Regelfuchserei, außerdem haben sich dann doch viele die Erstellung eines mächtigen magischen Artefaktes anders vorgestellt als das hier angegebene "Geld und Erfahrungspunkte rein, Feat kaufen, Gegenstand raus" Prozedere. Erwähnenswert jedoch ist sind die vorgeschlagenen "Hausregeln" die durchwegs überzeugen und sich etwas von dem sonstigen Niveau des Produktes abheben. Auch die neuen Spezialklassen sind recht gut gelungen und laden zum Ausdenken neuer Konzepte förmlich ein. Das mal wieder auf den Assassinen als Spielercharakter eingegangen wird, um dessen Spielbarkeit man sich in einem heldenhaften Rollenspiel sicherlich streiten kann, ist dabei nur ein kleiner Minuspunkt. Alles in allem bin ich über den Kauf nicht unglücklich, besonders da das Buch als Nachschlagewerk sicherlich nicht überteuert ist. Es ist aber eher an unerfahrene und jüngere Spielleiter addressiert und deshalb einem erfahrenen D&D Spielleiter nur bedingt zu empfehlen.
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