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How much gold should characters have if they start at a higher level? How many magic items in a high-magic campaign? This table has you covered.ĭungeon Hazards (Chapter 5, "Mapping a Dungeon", pg 105). Starting at Higher Levels (Chapter 1, "Tiers of Play", pg 38). This section actually offers excellent advice for running pointcrawls without ever using the term. Mapping a Wilderness (Chapter 5, pg 108). The imagery and iconography of the planes can teach the players a lot about what lurks outside of their known world. While not directly practical in most D&D campaigns, the flavor of the multiverse can fill in the details of many ancient tombs or wizard towers. Good advice buried in a worldbuilding section this section helps DMs recognize that the most important parts of a campaign are the parts surrounding the characters.Ĭhapter 2: Creating a Multiverse (pg 43-68). Start Small (Chapter 1, "Creating a Campaign", pg 25). Your own world may vary from this but it's useful to understand what a default world looks like in D&D and how it works with the default mechanics, spells, and magic items of the rest of the game. Useful to understand what a default D&D world looks like. Here are some of its most useful gems:Ĭore Assumptions (Chapter 1, "The Big Picture", pg 9). The DMG contains lots of useful advice for dungeon masters spread widely throughout the book. This puts adventure building ahead of worldbuilding and content about the outer planes useful information best left to the end of the book. Instead of reading it front to back, I suggest starting with part 2, followed by part 3, and then part 1.
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The organization of the Dungeon Master's Guide is puzzling and, I'd argue, not the best way to parse the job of being a dungeon master.
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Today we're going to look at some of the the Dungeon Master's Guide' hidden gems. The Dungeon Master's Guide is an under-appreciated and undervalued tome of useful information and tools for D&D Dungeon Masters. New to Sly Flourish? Start Here! Gems of the D&D Dungeon Master's Guide
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