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Posted: Wed Sep 30, 2009 6:25 pm
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So, i got DMG 2 thursday after it came out, i meant to post about it but i think i wanted to wait and see if anyone more DMly made a thread first, and then i kinda just spaced out about it.
Anyway, i think it's kinda awesome. The info on constructing traps in the original DMG was pretty lacking, this makes up for it. The original had an oddly absent section on making your own minions, this one corrects the issue (though, once it came out that minion was more like solo and elite than soldier or brute it's not rocket science). and it's got some nice stuff about having your players help you tell the story.
However i'll be honest the real reason i bought the book is because of the monster themes. Templates are a nice way to make your usual monsters more interesting, but having elites everywhere is awkward, plus a recent blog post i saw on wizards' community pointed out how most of them don't meet the damage output of two monsters, which is what an elite should do. Yeah, themes are supposed to link together dissimilar monsters, but i intend to use them like template-lite a fair share too. super awesome stuff.
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Posted: Wed Sep 30, 2009 6:44 pm
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Posted: Wed Sep 30, 2009 6:54 pm
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Posted: Thu Oct 01, 2009 2:29 pm
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Yeah I got it a couple of days ago but unfortunately haven't had much chance to read it. When I got the 3e DMG2 I was really happy, it was a good read and I found the advice helpful and interesting, regardless of the actual 'rules' in there, you know the 'physical' stuff. But saying that, I've had a flick through the new one and it seems pretty good. A large section on skill challenges and like you said, templates and stuff. Although they have added Sigil, which sort of annoyed me, as I have Manual of the Planes which has...wait for it...Sigil, the city of doors! So yeah, I don't know why they put it in two books, rather than pile together all the information on it, and decide which book they wanted in it.
A good thing also is some new artefacts, which me likey, since I can use them as they are or use them as insipration. But the best one for me is the Rod of Seven Parts, since mine (and Joe-Dudes) more than two year Faerun campaign a while ago, focused partly around the collection of that artefact. And now, one hundred years down the Faerunian timeline, they're new characters are attempting the same quest. And I have wondered what stats I could use, but now I have the Rod in the book. Although I am going to alter it for sure, but it is nice to have a base to build upon.
As an addition: Spork you have mentioned about a players former PC being the master of their new one down the timeline. One of players played Ganto, a human Paladin in our 1370'sDR Faerun campaign. And now, one hundred years later, Ecko his Dragonborn Paladin has met Ganto and 'trained with him for a while, so thats pretty cool they have rules for it now biggrin
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Posted: Thu Oct 01, 2009 3:50 pm
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Posted: Thu Oct 01, 2009 9:19 pm
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Posted: Sat Oct 03, 2009 8:10 am
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Posted: Sat Oct 03, 2009 10:40 am
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Posted: Sat Oct 03, 2009 5:42 pm
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Posted: Sat Oct 03, 2009 7:09 pm
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Posted: Sat Oct 03, 2009 7:35 pm
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