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Advanced Gamemaster's Guide (d20 3.5) $15.95
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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Mary J. J. [Verifizierter Käufer]
Hinzugefügt am: 08/28/2005 00:00:00

I am new at being a Game Master. This is an excellent source for new Game Masters! I wish I had discovered -- and bought -- this book whenever I was considering running a game. I would've saved a LOT of time and money on research and research materials. This is NOT a book for someone who is seasoned at DMing, however. You would not get your money's worth in new or updated ideas. (It would make a great gift for your friend who is considering starting a campaign, though!)<br><br><b>LIKED</b>: ~Easily~, the majority of information that I gleaned from the internet, friends, books, etc. that I had to piece together myself -- is all in one place in this book/format. Easily readable and understandable. And it leaves lots of room to "fill in the blanks" with your own world and imagination.<br><br><b>DISLIKED</b>: I cannot afford all the black cartridges I would have to go through to print it off. And I DO like to hold things I read and refer to in my hand. It's a thing. ;) The black "edging" of each page, and the huge detailed pictures are totally unnecessary and just suck up perfectly good black ink.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Peter M. [Verifizierter Käufer]
Hinzugefügt am: 07/22/2005 00:00:00

Where do I start? This is probably the best of an already fantastic series. The amount of material in here is beyond the scope of one of these capsule reviews. Go track down a real review and see what I mean. It's a work of genius. A couple of quick highlights that I particularly liked: The new character creation methods (in particular the class-based dice pools), the sovereign materials, and the general essays on player types and intensity levels were VERY helpful. To be honest, I'd toss this to a new GM before I did the DMG or DMGII. There's a lot more that one needs to know in this volume than either of those.<br><br><b>LIKED</b>: Everything. Flawless. Down-to-earth style of writing gets points across, but is never pompous or condescending.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Robert V. A. [Verifizierter Käufer]
Hinzugefügt am: 07/10/2005 00:00:00

There is much too much material in this wonderful book to give a thorough review, so I will only touch on the highlights that really made the book useful for me. I bought this product about the same time as the new DMG II, and actually prefer this one. It is written more for the experienced GM, unlike the DMG II, which is more for a journeyman GM. I won't use much of the optional combat material, but the character background section and how to upgrade the power levels of a campaign are something I had been struggling with in my homebrew to balance (I run what could be described as a +1 level adjustment game, i.e. that all +1 races are considered +0 races in my world, thus the +0 races are needing to be buffed a bit, and the AGMG gives a balanced way to do this). The magic items, especially new rules for various craft levels beyond masterwork and the sovereign materials are very welcome. I was especially charmed by the lenses, which are basically a gem like item that you wear on your hand and a spell keeper can expend a spell slot into the lens to output a specific spell. Highest recomendation to experienced GMs.<br><br><b>LIKED</b>: Character, magic and material options<br><br><b>DISLIKED</b>: didn't need the reprint of the initiative cards (only thing I didn't print)<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Jason S. [Verifizierter Käufer]
Hinzugefügt am: 07/10/2005 00:00:00

This is a hard one to review since it's so large. Well worth a look. Most of the content is focused on the skills and areas that make a good DM and make for an intersting read (planting some great ideas into a creative mind). The new treasures, magic items, hazards etc are quite well thought out will interest most players . Like all Green Ronin books its of a great quality and reads very easily. You will, however, find this book far more intersting than the new DMG II<br><br><b>LIKED</b>: Variety. Theres a little bit of everything a DM looks for in here. Beefy yet mostly printer friendly (except the page count of course)<br><br><b>DISLIKED</b>: Theres some things in here that many people will have seen in one form or another in similar resources, if you don't mind some of the repetition then you'll have no problems with this.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Ken W. [Verifizierter Käufer]
Hinzugefügt am: 05/07/2005 00:00:00

Good product well writen and true to the Green Ronin form. That is well thought out and useful.
ken<br><br><b>LIKED</b>: printer friendly and read the thing over and print what you want to use.<br><br><b>DISLIKED</b>: waiting for the printer. That is my probem;(~<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Eric P. [Verifizierter Käufer]
Hinzugefügt am: 04/16/2005 00:00:00

A must have for a GM. Lots of new rules and advice for running a d20 Fantasy game (much of which can be applied to d20 Modern as well). <br><br><b>LIKED</b>: New conditions, easy to build NPCs, lots of good advice.<br><br><b>DISLIKED</b>: It didnt have an infinite page count!!! (lol)<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Advanced Gamemaster's Guide (d20 3.5)
Verlag: Green Ronin Publishing
von Chris H. [Verifizierter Käufer]
Hinzugefügt am: 04/14/2005 00:00:00

The short version of my comments on Green Ronin's Advanced Dungeon Master's Guide is: "buy this book now." If you want more details, read on.

The Advanced Dungeon Master's Guide actually isn't just for "advanced" DMs, and to that extent the title is sort of a misnomer. Actually, by following Owen K.C. Stephens' advice given in the ADMG, you will become an "advanced" DM even if you don't consider yourself one now.

I see the material in this book landing in three different categories, each one tremendously useful for different reasons.

  1. Drop-In Components. Parts of the ADMG offer rules or game elements that you can plug directly into any campaign with virtually no work on your part other than informing your players. For example in chapter 2, "Adjudicating Combat," you will find a wonderful alternative method for handling critical hits using three tables that key off the additional damage dealt by a critical hit. Imagine that you scored a critical hit with 1d8+3 damage; suppose that you rolled 6+3=9 for your base damage and 8+3=11 for your critical damage. Under the standard d20 rules, you would deal 20 hp of damage to the target. Using the ADMG tables, you would deal 9 hp of damage to the target (the base damage); your 11 points of critical damage would tell you to roll d% on ADMG Table 2-3, where you might get results like "Debilitating body blow. Target takes 1d6 Dex damage" or "Target knocked off balance. Attacker may make a free additional attack at full attack bonus." The ADMG presents variant combat rules, magic rules, experience rules, NPC classes, ability score generation methods, mundane and magical items, and so on that you can immediately incorporate into your campaign.

  2. How-To Tips for Session Management. Parts of the ADMG focus on the nuts and bolts of actually running gaming sessions. DMs at all levels of DMing experience will find helpful hints here, ranging from the organization of the play space to the use of miniatures, props, and music. One simple suggestion, for example, is to have players roll all attack rolls at once for characters with multiple attacks, using different sizes of dice to distinguish the different rolls. The ADMG gives the example of a monk making four attacks at +12/+12/+7/+2; instead of having the player roll 1d20 four times, the player could roll two large d20s, one medium-sized d20, and one small d20, with the understanding that the larger dice pair up with the larger attack bonuses. This clever idea works great if the monk makes both +12 attacks against the same opponent, but if the monk is attacking two opponents, how do you know which d20 goes with which opponent? Color-coded dice might work better that different-sized dice, because you can simply follow the rainbow sequence: the red d20 corresponds to the first attack, orange to the second, yellow to the third, green to the fourth. The player could roll all 4d20 at once, and could even roll damage dice corresponding in color to the attack dice at the same time, thus speeding up combat noticeably.

  3. How-To Tips for Campaign Customization. While I really like the drop-in components and session management tips in the ADMG, the how-to tips for campaign customization are probably the best feature of all. The ADMG gives great advice about customizing published adventures to meet your campaign's needs, designing your own adventures, and building your own campaign world. There's a good five-page discussion of how to design feats for your campaign, and another four pages on how to design prestige classes. Chapter 6 has a really nice system for building "backgrounds" for characters, which grant gameplay benefits for character's backstories. Not only does the ADMG include ten drop-in backgrounds, but better than that, it includes a point system for building balanced backgrounds.

In the above comments I've really just scratched the surface of what the ADMG has to offer. In my judgment, buying this PDF was among the best $.08 per page I've ever spent on a d20 supplement.<br><br><b>LIKED</b>: Most everything about this book. Some standout contents include: alternate critical hit results system; adventure seeds; hints for speeding up combat; how-to hints for designing feats; alternate ability score generation methods (I particularly liked Table 6-2); new conditions, environmental hazards, diseases, and poisons; throwing rules.<br><br><b>DISLIKED</b>: While there are alternate rules and components suggested in this book that I don't really plan to use, there was only one thing I really disliked about the book: long sidebars of white text on a black background. That is really hard on the eyes when read on-screen.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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