Dungeon Master's Guide (Dungeons & Dragons 4th Ed: Core Rulebook)
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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Vector PDF, includes bookmarks & OCR/searchable text
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
Creating Monsters: How to create your own monsters to supplement those in the Monster Manual. Creating NPCs: How to create nonplayer characters, who are important villains and allies. They work much as the players’ characters do, using the same classes and the same basic rules. Creating House Rules: Advice on customizing your campaign with new rules of your own design. Random Dungeons: These rules let you create an adventure on the fly or provide starting points for a crafted dungeon. DA N
numbers. Since D&D counts diagonal movement the same as movement across the edges of squares, this method works out well. If a creature is far away from another, you can trace a path that shifts upward via diagonals for free. The opposite is true for a creature that is almost directly above another: As you trace its range up to it, you can choose a path that shifts sideways diagonally and up. CH A P T ER 3 | Combat Encounters 45 Mounted Combat A valiant knight and his fearless warhorse charge
poison damage and weakened (save ends both). CH A P T ER 3 | Combat Encounters 51 CHAPTER 4 Building Encounters , This chapter gives you the building blocks you need to build your own combat encounters. Noncombat encounters are discussed in Chapter 5. Dynamic monster groups combined with interesting terrain and other features make for lively combat encounters. This chapter includes the following sections. Monster Roles: Combat encounters involve groups of monsters occupying different
Low-Light Vision: Creatures that have low-light vision see normally in areas of bright and dim light. Areas of darkness are totally obscured. Darkvision: Darkvision lets creatures see normally regardless of light. Blindsight and Tremorsense: Creatures that have blindsight or tremorsense ignore obscured squares or invisibility within range. They can see creatures in range regardless of these conditions. Beyond that range, they rely on vision (unless they’re blind). Sample Fantastic Terrain The