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Dmg 5e page 261
Dmg 5e page 261









dmg 5e page 261

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).

dmg 5e page 261

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. 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. 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. Don't expect anything before the end of this year, as I first need to complete some core books for 5eAE and check the most interesting extensions.New to Sly Flourish? Start Here! Gems of the D&D Dungeon Master's Guide Then that is my first addition to my 'test' 3rd party effects mod. I don't think there are any official 5E things that would use either "normalcrit" or "supercrit", but they are fun to play around with so I added them. So, adding an effect of "DMG: 14 nat20" causes the Nat20 extension to only include that damage if the attack roll was a natural 20. Some actors have a crit range of say 18-20, and without the Nat20 extension, a sword of sharpness would apply the extra 14 damage on an 18, 19, or 20 when it is only supposed to apply the 14 damage on a natural 20.

dmg 5e page 261

So, for example, a sword of sharpness only applies extra damage on a natural 20, not a mere critical. The Nat20 extension adds new "special" critical damage types - "nat20" (for a natural 20), "normalcrit" (for non-nat20 criticals), and "supercrit" (for crits that penetrate crit immune targets).











Dmg 5e page 261