Revision Spotlight07/08/2003


Dungeon Master's Guide
Table of Contents



We can think of lots of good reasons why someone might not have seen the new Dungeon Master's Guide in the store yet -- or better yet, brought one home. Maybe a landslide sealed you off inside a lost canyon. Maybe your legs are pinned beneath a ferris wheel. Maybe you live in an abandoned molybdenum mine and the elevator to the surface is on the fritz. (Let's face it, nobody wants to shinny up a mile of cable.) Maybe your household pets have locked you in the closet while they methodically transfer all your assets to untraceable, offshore accounts.

We don't mean to minimize your problems, but you owe it to yourself to get out and see the new D&D 3.5 handbooks in person. For those of you who really, really can't, we offer this glimpse at the Dungeon Master's Guide table of contents. Once you see what's in store at the end, that long climb up the cable won't be so daunting.

Dungeon Master's Guide 3.5 Table of Contents

Introduction

Chapter 1: Running the Game
What is a DM
Style of Play
Example of Play
Running a Game Session

Chapter 2: Using the Rules
More Movement Rules
Movement and the Grid
Moving in Three Dimensions
Evasion and Pursuit
Moving Around in Squares
Bonus Types
Combat
Line of Sight
Starting an Encounter
New Combatants
Keeping Things Moving
Combat Actions
Attack Rolls
Damage
Effect of Weapon Size
Splash Weapons
Area Spells
Big and Little Creatures in Combat
Skill and Ability Checks
Saving Throws
Adjudicating Magic
Describing Spell Effects
Handling Divinations
Creating New Spells
Rewards
Experience Awards
Story Awards
Character Death
Making a New Character

Chapter 3: Adventures
Motivation
Structure
Site-Based Adventures
The End (?)
Encounters
Tailored or Status Quo
Challenge Ratings and Encounter Levels
Difficulty
Tougher Monsters
Location
Rewards and Behavior
Treasure
Bringing Adventures Together
Between Adventures
The Dungeon
Dungeon Terrain
Walls
Doors
Rooms
Corridors
Miscellaneous Features
Cave-Ins and Collapses
Illumination
Traps
Elements of a Trap
Sample Traps
Designing a Trap
Dungeon Ecology
Dungeon Animals
Wandering Monsters
Random Dungeons
Dungeon Level
The Map and the Key
Random Dungeon Encounters
A Sample Adventure
Statistics Blocks
Wilderness Adventures
Getting Lost
Forest Terrain
Marsh Terrain
Hills Terrain
Mountain Terrain
Desert Terrain
Plains Terrain
Aquatic Terrain
Underwater Combat
Weather
Random Wilderness Encounters
Urban Adventures
Weapon and Spell Restrictions
Urban Features
Urban Encounters

Chapter 4: Nonplayer Characters
Everyone in the World
NPC Classes
Adept
Aristocrat
Commoner
Expert
Warrior
NPC Statistics
NPC Attitudes
Fleshing Out NPCs

Chapter 5: Campaigns
Establishing a Campaign
Maintaining a Campaign
Characters and the World Around Them
War and Other Calamities
Other Campaign Issues
World-Building
Building a Different World
Adventuring on Other Planes
Plane Descriptions
Creating a Cosmology

Chapter 6: Characters
Ability Scores
Races
Subraces
Modifying a Common Race
Changes through Addition and Subtraction
Class/Race Restrictions
New Races
Monsters as Races
Classes
Modifying Character Classes
Creating New Classes
Prestige Classes
Arcane Archer
Arcane Trickster
Archmage
Assassin
Blackguard
Dragon Disciple
Duelist
Dwarven Defender
Eldritch Knight
Hierophant
Horizon Walker
Loremaster
Mystic Theurge
Red Wizard
Shadowdancer
Thaumaturgist
How PCs Improve
Learning Skills and Feats
Learning New Spells
Gaining Class Benefits
General Downtime
Gaining Fixed Hit Points
Creating PCs above 1st Level
Special Cohorts
Familiars
Mounts
Animal Companions
Epic Characters

Chapter 7: Magic Items
Handling Magic Items
Magic Item Descriptions
Armor
Weapons
Potions and Oils
Rings
Rods
Scrolls
Staffs
Wands
Wondrous Items
Intelligent Items
Cursed Items
Artifacts
Creating Magic Items
Masterwork Items
Special Materials

Chapter 8: Glossary
Special Abilities
Condition Summary
The Environment

Visual Aids

Index

Revision Spotlights
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This ArticleDiscuss This Article