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Monday, September 29, 2008
REVIEW: 4TH EDITION DUNGEON MASTERS GUIDE PART I
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By James Treu Well, here it is the long-promised review of the 4E DMG. Some preface is necessary. First of all, this core book was obvi...
REVIEW: 4TH EDITION DUNGEON MASTERS GUIDE PART II
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By James Treu Chapter 6, Adventures, is pretty big and includes using published adventures, fixing problems, building an adventure, quest...
REVIEW: 4TH EDITION DUNGEON MASTERS GUIDE PART III
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By James Treu Chapter 10, The DM’s Toolbox, gives some good info on customizing monsters (once you wrap your head around the magic thresh...
AND THEN ... TOTAL PARTY KILL.
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...It was our own fault. We went up against a dozen or so kobolds, and while we were able to defeat them, they depleted all of our magical...
Sunday, September 28, 2008
REVIEW: WORLDS AND MONSTERS (PART 1)
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By James Treu AN OVERVIEW Ed Stark points out that 3 rd Edition (3E) books often were rules heavy and flavor light, resembling textbooks...
REVIEW: WORLDS AND MONSTERS (PART 2)
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By James Treu THE NEW COSMOLOGY The Great Wheel is dead. And no more alignment-based planes. Enough said. [1] The “DnD world” where the...
REVIEW: WORLDS AND MONSTERS (PART 3)
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By James Treu MONSTERS Encounter design was modified so that typical encounters are usually with more than one monster, and those monsters...
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