Dungeon Master's Guide II

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Dungeon Master's Guide II
Image:Dungeon_Masters_Guide_II_coverthumb.jpg
Cover of Dungeon Master's Guide II
Author Jesse Decker, David Noonan, Christ Thomasson, James Jacobs, Robin D. Laws
Genre(s) Role-playing game
Publisher Wizards of the Coast
Publication date June 2005
Media type Print (Hardcover)
Pages 288
ISBN ISBN 0-7869-3687-8

The Dungeon Master's Guide II is a book of rules for the Dungeons & Dragons 3.5 edition seminal fantasy role-playing game. Like the Dungeon Master's Guide it is focused on providing Dungeon Masters with assistance in running the game. It contains a number of chapters providing advice on the more difficult aspects of running a game as well as complex pregenerated characters (often using Prestige Classes).

This is the first Dungeon Master's Guide II to be published; however, it was followed by the Player's Handbook II.

[edit] Points of Interest

[edit] Player types

The DM Guide II introduces Dungeon Masters to various types of people who enjoy the D&D game, and it explains what exactly they enjoy.

Examples include:

  • Brilliant planner- A leader-type who is happiest when planning for the night's adventure
  • Cool guy- Player who likes to get cool powers and cool weapons
  • Lurker- Someone who is happiest when left to their own devices
  • Outlier- An oddball player who likes to see their character lose, seeing it as a victory more than a defeat
  • Psychodramatist- A player who likes exploring the background of his/her character, and would love to have a session centered around their character
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