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The Dungeon Master's Guide 2nd edition is the Dungeon Master's Guide for the 2nd edition of the Advanced Dungeons & Dragons game.

This is the complete guide to being an AD&D® game Dungeon Master. Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips--in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!

Description[]

The Dungeon Master's Guide 2nd edition serves as a comprehensive resource for running 2nd edition Advanced Dungeons & Dragons campaigns and provides a wealth of information and rules necessary for effective game management.

The guide offers detailed instructions on how to run a game, including how to interpret dice rolls, manage player interactions, and create engaging narratives. It clarifies and expands upon the basic rules set out in the Player's Handbook, covering everything from character creation to combat mechanics.

The guide includes extensive lists and descriptions of magical items, spells, and artifacts, providing DMs with the tools to add depth and intrigue to their campaigns. There's guidance on creating and managing NPCs, which are crucial for populating the game world and driving the story. It provides information on planning encounters and events, including tips on balancing challenges to ensure they are appropriate for the level and composition of the adventuring party.

The Dungeon Master's Guide 2nd edition Guide offers advice on building coherent and captivating worlds and adventures, including how to design dungeons, cities, and wilderness areas. It contains more advanced and optional rules that DMs can incorporate to add complexity and depth to their games. It also includes troubleshooting advice for common issues that may arise during gameplay and tips for keeping the game engaging and fun for all players.

The Dungeon Master's Guide 2nd edition introduced several changes and updates from the 1st Edition, reflecting the evolution of the game and the feedback from the player community.

The 2nd Edition guide shifted the tone and presentation style to be more accessible and organized. It aimed to be clearer and more user-friendly, especially for new Dungeon Masters.

  • The 2nd Edition guide shifted the tone and presentation style to be more accessible and organized. It aimed to be clearer and more user-friendly, especially for new Dungeon Masters.
  • One of the main goals of the 2nd Edition was to streamline and clarify the rules. This included simplifying and standardizing mechanics and removing ambiguities that were present in the 1st Edition.
  • The 2nd Edition removed or de-emphasized certain elements that were present in the 1st Edition. For instance, some character classes and alignments (like assassins and half-orcs) were removed or changed due to concerns about the game's image and tone.
  • The guide introduced new content, including updated and expanded rules for character classes, spells, and magical items. It also offered more detailed guidance on aspects like non-player characters (NPCs), world-building, and adventure design.
  • The 2nd Edition placed a greater emphasis on ethical and moral considerations in gameplay, partly in response to criticisms of role-playing games at the time.
  • There was a noticeable change in the artwork and layout, with the 2nd Edition featuring more polished and professional design elements, which made the book more visually appealing and easier to navigate.
  • The 2nd Edition made efforts to be more inclusive and sensitive in its language and content, reflecting changing social attitudes.

Contents[]

  • Introduction
  • Chapter 1: Player Character Ability Scores
  • Chapter 2: Player Character Races
  • Chapter 3: Player Character Classes
  • Chapter 4: Alignment
  • Chapter 5: Proficiencies (Optional)
  • Chapter 6: Money and Equipment
  • Chapter 7: Magic
  • Chapter 8: Experience
  • Chapter 9: Combat
  • Chapter 10: Treasures and Magical Items
  • Chapter 11: Encounter
  • Chapter 12: NPCs
  • Chapter 13: Vision and Light
  • Chapter 14: Time and Movement
  • Chapter 15: A DM's Miscellany
  • Appendix 1: Treasure Tables
  • Appendix 2: Magical Items Tables
  • Appendix 3: Magical Items Descriptions

Also included are 119 tables.

Gallery[]

Credits[]

  • 2nd Edition Design: David "Zeb" Cook
  • Development: Steve Winter and Jon Pickens
  • Playtest Coordination: Jon Pickens
  • Editing: Warren Spector
  • Proofreading: Jean Black, Mike Breault, and James M. Ward
  • Typesetting: Betty Elmore. Angelika Lokotz, and Gaye O'Keefe
  • Layout & Storyboard: Mike Breault
  • Graphic Design: Linda Bakk
  • Art Coordination: Peggy Cooper
  • Cover Illustration: Jeff Easley
  • Interior Color Illustrations: Jeff Easley, Clyde Caldwell, John & Laura Lakey. David Donnan, and Douglas Chaffee
  • Interior Black &: White Illustrations: Jean E. Martin, Douglas Chaffee. John & Laura Lakey, and Jeff Easley
  • Keylining: Paul Hanchette, Stephanie Tabat, and Cory Graham

Appendix[]

See Also[]

Notes[]

The Dungeon Master's Guide 2nd edition has two versions using different fonts. One title uses the word Master and the other uses Master's.

Core Sourcebooks
5th edition
Player's HandbookPlayer's Handbook (revised)Dungeon Master's GuideDungeon Master's Guide (revised)Monster ManualMonster Manual (revised)
4th edition
Player's HandbookDungeon Master's GuideMonster Manual
v.3.5
Player's HandbookDungeon Master's GuideMonster Manual
3rd edition
Player's HandbookDungeon Master's GuideMonster Manual
2nd edition
Player's HandbookPlayer's Handbook (revised)Dungeon Master's GuideDungeon Master Guide (revised)Monstrous Manual
1st edition
Player's HandbookDungeon Masters GuideMonster Manual
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