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Tag Archive: Dungeons & Dragons Dungeon Masters Guide


Review by Art Schmidt

Wizards of the Coast has been judicious in releasing a measured, steady flow of materials for the 5th Edition of the self-proclaimed “World’s Greatest Role-Playing Game,” Dungeons & Dragons (commonly referred to as “5E” by the roleplaying public-at-large).  WotC releases two adventure campaign books per year, one every six months (give or take), in addition to one rules supplement per year.  Xanathar’s Guide to Everything is the latest offering of new character subclasses, spells, magical items and a meaty section for the Dungeon Master (i.e. the person running the game for all of her players).

Aimed primarily at players who are looking for new classes to play, new spells for their characters to cast, and new ways to define their avatars inside the collaborative storytelling game, Xanathar’s Guide (or XGE, as I’m sure it will be come to be called) hits all of the expected marks.  Drawing on a wealth of material released by the D&D creative team via their popular Unearthed Arcana section of the D&D website and reprinting materials, primarily spells, from the Elemental Evil Player’s Guide, Xanathar’s Guide provides thirty-two (32!) new sub-classes for all of the current class types, including some new sub-classes not previously seen in the Unearthed Arcana material.

Unearthed Arcana was a hardcover book waaaay back in the early first edition of the game.  Similar to Xanathar’s Guide, the original Unearthed Arcana was an expansion of material from the Player’s Handbook, the standard players guide to the character classes and mechanics of the game itself.  This book title has been re-used throughout D&D’s over forty-year history, and its latest incarnation is the online “alternate rules” or playtest material which the D&D Team puts out for players and dungeon masters to use, experiment and, well, play with.  The Team asks for feedback from users on the material, trying to gauge game balance, player likability, and general “fun factor” of this material.  When material is popular, well-balanced, and fits a niche in the player character milieu that the D&D Team feels makes it worthwhile, it’s include in a hardcover book.  Such was the case with the previously released Sword Coast Adventurer’s Guide for 5E, and it is the case again with Xanathar’s Guide, though on a much bigger scale.

In fact, Xanathar’s Guide re-prints a handful of classes from the Sword Coast Adventurer’s Guide as well, such as the Swashbuckler and the Storm Sorceror.  Ordinarily, one might fault a company for expecting their customers to pay money for a new sourcebook which includes a wealth of material already found in other sources.  And one might be correct.  Except that in the case of D&D, these re-prints make a fair amount of sense.  As far as the Unearthed Arcana material, the subclasses in Xanathar’s represent an updated, tweaked and in many cases streamlined class which is now officially playtested and provided with rules, which will make the material enjoyable and avoid headaches for players and dungeon masters alike.  Also, Unearthed Arcana material is not “legal” for the Adventurer’s League, since it isn’t play-tested, so those players who enjoy organized play have no access to any of those options until they are printed in an official capacity, usually through a hardcover book.

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DM Guide

Review by Art Schmidt

Every gaming nerd in the world has stories about their first D&D game, their first (and usually favorite) edition played, their first character, first group, etc.  I won’t bore you with any of mine (I’ve got some pretty awesome ones, though!) but suffice to say I have been playing D&D since before the hardbound books, so it’s been a long time.  My first Dungeon Master’s Guide was the 1st Edition book, all two hundred and thirty-two glorious, black and white, densely packed pages of it.  It opened up worlds of possibility for my friends and me.  We spent endless hours exploring magical realms of perilous danger and heroic adventure.

I ran most of the games, as I had the Dungeon Master’s Guide (or “DMG” in gamer parlance) and a burning desire to create my own worlds.  We played the printed adventures, or modules, and then I created my own.  The DMG was a great help in this, chock full of tables, charts, and endless descriptions of magical items, weapons, ancient relics and fearsome villains.  I do not know how many tablets of graph paper I went through in my teenage years, but I always had some pages tucked in my text books, my folders, or folded up in my pockets, covered in lines and boxes representing mines dark and deep, full of orcs and dragons and swords of flame.

First Ed DMG

Remember 1979? We didn’t even have Atari back then. This was the BOMB!!!

Having spent the majority of my gaming years running games, versus playing characters, I have owned and used every edition of the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide (except for 4th Edition, and to be honest that’s not out of any dislike for that system but due to a lack of desire of any of my gaming group at the time to make the move from 3.5).  And I’ve loved them all, though at varying levels of love.  The original Advanced Dungeons and Dragons (AD&D) Dungeon Masters Guide (note the lack of the possessive apostrophe; this was 1981 for sure) was a genuine first love, wide-eyed and unjudging and incapable of believing we’d even been blessed with such a magnificent gift.  It literally opened up worlds of imagination for millions of gamers world-wide.  Never mind that the book itself was a jumbled mess of disparate information, random thoughts shoveled into a solid form so quickly that no thought was given to organization or flow.  It didn’t even have chapters, but did we notice or really care?  Heck no!

2nd Edition was more like Puppy Love; it all looked good on the outside and added in a lot of things we thought we wanted, and we knew we were supposed to love it because we loved the game.  But the mechanics weren’t completely sewn together and there were some issues with over-powered spell casting classes.

DMG version 3 dot 5

If they made a Guide to all of the 3.5 Edition rule books, it would be thicker than the DMG.

3rd Edition was a nostalgic love; it was a brave new departure from the old standard but the system was broken from the get-go.  The wildly popular Edition 3.5 was a rebound love;  3rd Edition was dysfunctional and a rough break-up, and 3.5 was a welcome bowl of ice cream and a warm blanket.  And it worked very well.  But after years of fluff and bloat, the system became unwieldy and overly complicated.  Especially so for players and DMs who wanted to focus on story, but had to acquiesce to players who wanted to min-max their way to a War Hulk or Shadowcraft Mage build which everyone knew would eventually break the campaign (and the story!).

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