Dungeon Master's Guide (Dungeons & Dragons 4th Ed: Core by James Wyatt

By James Wyatt

The 3rd of 3 middle rulebooks for the 4th variation Dungeons & Dragons Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has outlined the medieval myth style and the tabletop RPG for greater than 30 years. within the D&D online game, avid gamers create characters that band jointly to discover dungeons, slay monsters, and locate treasure. The 4th version D&D principles supply the very best play adventure through proposing intriguing personality recommendations, a chic and powerful principles method, and convenient storytelling instruments for the Dungeon Master.

The Dungeon Master's Guide offers the Dungeon grasp beneficial instruments to construct intriguing encounters, adventures, and campaigns for the 4th variation Dungeons & Dragons Roleplaying Game, in addition to recommendation for working nice online game periods, ready-to-use traps and non-player characters, and extra. moreover, it offers an absolutely particular city that may function a kick off point for any D&D game.

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Extra info for Dungeon Master's Guide (Dungeons & Dragons 4th Ed: Core Rulebook)

Sample text

Beyond the lowest character levels, surprise is rare without some attempt at stealth. Creatures that want to achieve surprise in heavy fog or similar conditions must make an effort to be quiet and stay out of sight, making Stealth checks. A dungeon door not only blocks sight but also muffles sound, making it easier for characters to get close to their opponents without being detected. The characters can move right up to the door without being noticed, assuming they’re at least reasonably quiet.

The rest of this section gives you the tools you need to follow these steps. Come prepared with all the information you need Determine monster readiness and surprise Set up the encounter Roll initiative! Run combat Wrap things up Come Prepared Before a combat encounter begins, you should have some information at hand. If you’re running a published adventure, most of this information is provided for you. Otherwise, figure it out as you’re creating the encounter. The player characters’ passive Perception checks (see the description of the Perception skill in the Player’s Handbook).

Other Terrain: Difficult terrain, cover, and concealment all exist in watery realms. The ruins of a sunken ship provide cover, while dirt kicked up by powerful currents grants concealment. Choppy, storm-churned seas act as difficult terrain. Best of all, underwater battles allow for up-and-down movement. Creatures can attack the characters from all directions, not just along the ground. Movement in Three Dimensions ADDITIONAL RULES Aquatic Combat Aquatic and aerial encounters force you to think in three dimensions.

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