Here is a trove of advice and new rules for every ADandD game Dungeon Master who wishes to create adventures for truly legendary heroes. Find everything you need to create encounters that confound the... This description may be from another edition of this product.
This book is excellent, it can help extremely to improve the real role-playing of a high-level campaign. Not only does it help the DM make very interesting adventures, but it includes some very cool high-level abilities for characters that manage to get to high levels. It also includes a section devoted to characters who achieve 30th level, and how a mortal can attain godhood. Highly recommended.
!! Every DM Should Start With This Book !!
Published by Thriftbooks.com User , 25 years ago
Chapter 1 is about how to avoid irrealistic powerful characters! (very useful with high level characters)Chapter 2 is about how to plan and organize an adventure. It shows clearly on what a DM has to take a look. (very helpful for every DM)Chapter 3-5 is about the dangers with magic. It explains how to integrate magic in the right way in an adventure. (very very good!! it's so simple to destroy the game with to much magic)chapter 7 : learn managing high level charactersThis is a very good and usefull book, and I have the impression that good books are becomming rare; to much comerce!!
Needed for any DM
Published by Thriftbooks.com User , 25 years ago
After reading this book, I felt that if I had read this along with the Dungeon Master Guide before I started my campaigns my world would have been improved greatly. It's perfect for those characters that have reached insanely high levels, but it also tells the DM how to avoid creating God-like characters that can ruin any campaign.
Only if you play high-level campaigns....
Published by Thriftbooks.com User , 26 years ago
If you take your campaigns into the upper reaches of immortality in mortal form, this is the book for you. MANY more skills and other interesting abilities that make any character (except the psionicist--an oversight) into a very formidable character. Also includes entire chapters devoted to helping a DM run those campaigns without unbalancing or simply adding tougher "super" opponents. If you retire your characters around 9th to 11th level, however, you need this book like a hole in the head. It is definitely a question of campaign style and player tastes.
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