Of Dice and Men: Dungeoneering

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posted 10/5/2009 by Shawn Sines
other articles by Shawn Sines
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Monster customization is nothing new but it does show how flexible the 4E system is for tweaking and altering the core assumptions players might have for their foes. Since enemies and non-player characters are not treated like PCs the rules for applying templates, tweaking powers and adjusting types is fairly simple and doesn’t unbalance the game badly. When considered along with the guideline that “more monsters of lesser level usually makes a better encounter than fewer level-appropriate enemies” the book really does give DMs the tools needed to mix things up and does not force you to “break” the game to do it.

Alongside the monster customization the DMG2 also introduces some complexity that fits with the evolution of characters from early adventuring to Paragon tier – the addition of companions. These companions can be followers, lovers, friends or any of a number of characters that interact repeatedly with the players and the system presented here makes crafting those character companions more a storytelling feat than a mechanics one by offering a number of different models for DMs to use, depending on the needs of their story.

Artifacts are handled much like Weapons of Legacy from the previous version of D&D. Players can discover these mighty magical items early in their adventuring career and never realize what they are until the appropriate time. DMG2 gives good examples of iconic D&D Artifacts like the Rod of Seven Parts but doesn’t spend overlong on the items themselves. Instead, the book outlines techniques for creating memorable artifacts for your campaign.

The final part of the book outlines a setting far more appropriate to characters who’ve now outgrown their provincial beginnings. This serves as the reintroduction of the popular setting of TSR’s Planescape – Sigil. While Sigil saw some attention in the Manual of Planes a few months back, the DMG2 talks about using the setting as a hub for adventures, allowing characters access to the multiverse of D&D and includes an introduction to the setting through an adventure called A Conspiracy of Doors.
Dungeon Master’s Guides are not must have books in general but DMG2 does a good job of providing utility to its readers. It won’t find active use at the table, but thanks to the sections on traps, skill challenges and monster customization it will quickly become an invaluable tool for game preparation.

The Dungeon Master’s Guide 2 is a 223 page hardcover book. The interior illustrations are excellent and continue the high standards established in previous 4th Edition D&D books. It retails for $34.95.




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