Selasa, 12 Februari 2019

Save the Cat! Writes a Novel Download

ISBN: 0399579745
Title: Save the Cat! Writes a Novel Pdf The Last Book On Novel Writing You'll Ever Need
Author: Jessica Brody
Published Date: 2018-10-09
Page: 320

“Every novelist should own a copy of this book. It will change the way you think about stories—and your writing. Jessica Brody takes the mystery and frustration out of plotting a novel. I’ll never write another book without a copy of Save the Cat! Writes a Novel.” --Kami Garcia, #1 New York Times best-selling coauthor of Beautiful Creatures and author of Broken Beautiful Hearts "Good plotters aren't born. They're formed by studying the twists and turns of others' stories. Save the Cat! Writes a Novel is a perfect plot study tool for all levels of writer. It will help you dissect any plot conundrum, conceive your story's blueprint, and give a beat to every pivot of your hero's journey." --Grant Faulkner, executive director of National Novel Writing Month and author of Pep Talks for Writers: 52 Insights and Actions to Boost Your Creative Mojo “Through its insightful use of beat sheets, genres, and trade secrets, this book is an invaluable guide through the daunting task of writing a novel.” --Jessica Khoury, author of The Forbidden Wish and Last of Her Name“This playful, illuminating book is a godsend for anyone seeking to understand story structure for novels.”--Emmy Laybourne, author of the international bestselling Monument 14 trilogy, and the novels Sweet, Berserker and Ransacker JESSICA BRODY worked for MGM Studios as manager of acquisitions and business development before becoming an internationally best-selling author of more than fifteen novels for teens, tweens, and adults including The Geography of Lost Things, The Chaos of Standing Still, A Week of Mondays, and Better You Than Me. She’s also the author of the Descendants: School of Secrets series, based on the hit Disney Channel original movie, Descendants. Her books have been translated and published in over 23 countries and Unremembered and 52 Reasons to Hate My Father are currently being developed for film through Reliance Entertainment by the producers of Zero Dark Thirty and Slumdog Millionaire. She travels the country teaching Save the Cat! workshops to novelists. 

The first novel-writing guide from the best-selling Save the Cat! story-structure series, which reveals the 15 essential plot points needed to make any novel a success.

Novelist Jessica Brody presents a comprehensive story-structure guide for novelists that applies the famed Save the Cat! screenwriting methodology to the world of novel writing. Revealing the 15 "beats" (plot points) that comprise a successful story--from the opening image to the finale--this book lays out the Ten Story Genres (Monster in the House; Whydunit; Dude with a Problem) alongside quirky, original insights (Save the Cat; Shard of Glass) to help novelists craft a plot that will captivate--and a novel that will sell.

Outstanding Edition for Novelists I've been using Blake Snyder's Save the Cat! model for years in my written stories. As others have said, it adapts extremely well from screenplay to novel writing. I've seen a substantial improvement in my novels since I read the original Save the Cat! book.Jessica Brody has (in cooperation with Snyder's publisher) made an outstanding edition of this for novelists. I was pleasantly surprised to find many new insights that had not occurred to me. I am quite convinced it will help me further.If you are unfamiliar with the Save the Cat! method, get this book! If you are familiar, it is still worth it, for those new insights and more directly novel-oriented approach.As a long-time pantser (one who writes by the seat-of-the-pants instead of using a preplanned structure,) I was skeptical of the model. Yet I found it helped me to understand where I was going with my story, even when I didn't know where I was going in a scene. I no longer consider myself a panster, partly because this method has helped me comprehend my creative flow well enough to write with that flow inside the structure I have planned.I've also combined a beat sheet based on Snyder's Save the Cat! book with one based on Randy Ingermanson's Snowflake Method, which I've put together in Scrivener. I look forward to updating that with the new insights from Jessica Brody.All in all, this is a book that every novelist of every genre and skill level should read.Finally, Save the Cat Fits My Books While this book takes on the formula of Save the Cat from the screenwriting books it still has a very different soul. I've used the Save the Cat method to write my books for years, and was thrilled when I learned this book was coming. I read it all in one sitting, and despite many books built with the same 15 beats, I still managed to tag the thing to oblivion with new pieces of information that will make my novels better. Ms. Brody takes the tried and true methods and adapts them for the novelist. I will keep this on my desk and consult it before starting every single one of my books in the future.Most comprehensive, engaging & applicable book on novel writing I've ever read! Just WOW!! As an author I've read and studied the original "Save the Cat" book a TON, but this version specifically for novelists is INCREDIBLE!! It blew me away and I couldn't put it down! Jessica Brody's writing style is so fun and easy to read and she takes all of Blake Snyder's beats and tips to a whole other level! She elaborates so much more, applying everything to novel-writing, and I also so appreciated the super-detailed Beat Sheets for 10 very diverse best-selling novels. This was seriously the most comprehensive, engaging & applicable book on novel writing I've read to date! It's something that has already helped me improve my current WIP and helped me outline book 2! With how much information is packed in here, I will be pouring over it again and again and using it as my novel-crafting-manual from here on out.

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Kamis, 07 Februari 2019

Building Chicken Coops For Dummies Pdf

ISBN: 1119543924
Title: Building Chicken Coops For Dummies Pdf
Author: Todd Brock
Published Date: 2019-01-07
Page: 304

Build a safe enclosure for your backyard flock Whether you have a small city loft, a suburban backyard, or rural farm, this friendly guide gives you easy-to-follow and customizable plans for building a cost-effective backyard chicken coop. You'll not only be able to construct a safe habitat, but you can also provide creature comforts for your flock, put together a run, and plug in with electricity. You'll get basic construction know-how and key information to design and build a coop that's easy on the eyes and tailored to your flock. Inside… Todd Brock has written for HGTV's Landscape Solutions andGround Breakers as well as DIY Network's Fresh from the Garden. Dave Zook owns Horizon Structures, which makes custom chicken coops. Rob Ludlowis the owner of BackYardChickens.com, a top source on chicken raising. Rob and his family raise a small flock in their backyard.

Building Chicken Coops For Dummies (9781119543923) was previously published as Building Chicken Coops For Dummies (9780470598962). While this version features a new Dummies cover and design, the content is the same as the prior release and should not be considered a new or updated product. 

As the popularity of urban homesteading and sustainable living increases, it’s no wonder you’re in need of trusted, practical guidance on how to properly house the chickens you’re planning (or have already begun) to keep. Building Chicken Coops For Dummies gives you the information you need to build the most cost-efficient, safe, and easy-on-the-eye enclosures for your backyard flock.

This practical guide gives you easy-to-follow and customizable plans for building the backyard chicken coop that works best for you. You’ll get the basic construction know-how and key information you need to design and build a coop tailored to your flock, whether you live in a small city loft, a suburban backyard, or a small rural farm.

  • Includes detailed material lists, instructions, and schematic plans for building a host of different chicken coops
  • Step-by-step guidance on how to build a coop—or design your own
  • Accessible for every level of reader

Whether you’re just beginning to gain an interest in a back-to-basics lifestyle or looking to add more attractive and efficient coops to your current flock‘s digs, Building Chicken Coops For Dummies gives you everything you need to build a winning coop!

Lessons on Carpentry, 5 Detailed Designs For <$20 one gets chapters on where to build, how to build, what materials, lots of info on general carpentry and 5 coop plans. It's written by 1) a do-it-yourself writer, 2)an owner of Horizon structures and 3)the co-author of the excellent companion book, 'Raising Chickens For Dummies".Building a chicken coop is very personal. I've scanned the internet endlessly. There are tons of plans, a few graciously offered freely, but most you have to pay for the so-called schematics. I know what I want in a 'home': 3 chickens, easy clean, well protected-weather and pest, room for me to go inside the run, easy access to nest, cute appearance. Absolutely must contain slideout drip pans for fast cleanout! That's me.The 5 plans are at different skill levels and needs: 1)the Minimal Coop- box shaped with single, sloping roof, simple hinged door, ~4'X4'X4', no adjoining run, good it states for 4-5 birds. Price tag ~$200 for building supplies. Easy; 2)the Alpine A-frame- 4'wide X 10'long X ~4'tall,, 2 nest boxes, screened run with door, 2-4 birds, looks cute, ~$300, not too hard, but you do have to cut some simple angles; 3)the Urban Tractor- 3'X6' with peaked roof 5', 2-3 birds, 16 sq.ft. run, tow chains to pull around the yard(put wheels on!), ~$400, looks neat and tidy; will take some work to build but totally doable for a novice like me; 4)the All-in-One(my choice & a similar version pictured on the front cover)- 8'X4'X7'tall, 4-6 birds(I prefer 3-4), one can enter the shelter and the run through short doors 3 1/2- 4' tall, 3 boxes, A real sloping roof(shingle it), ~$750 cost, add wheels and removable drip pan, nice doors, a small window, it'll take a few weekends to make unless you're Joe the Builder. 5) and finally, the Walk-In- 8X8X9'tall, 30 chickens?, 10 boxes, no run given, $1000, need some skills or help.The designs are well done, easy to follow with step by step instructions. They list the materials needed, give lots of Tips and Warnings as expected by Dummies. They also include a few chapters on doing things differently: like water supply, electicity, storage spacefeeders, removable drip pans- highly recommended, retractable roof, automatic doors, etc. These are stated with general suggestions, not actual specific plans.The book itself is larger in size than 'Raising Chicken for Dummies' which makes it easier to lay out. Very readable.I'm not a carpenter. I have very few building skills; however, last summer, I dove in and constructed an A-frame treehouse on stilts from Stile's 'Treehouses and Other Cool Stuff'(see my review). It was a lot of fun and hard work, and a great learning experience. The plans here are much more comprehensive than Stiles' basic but adequate diagrams/instructions.You will need some basic tools: circular saw, jig saw, drills, level, square, etc. They mention that a table saw and miter saw sure would be great, but you don't necessarily need them. Just take your time and have fun. Even if you don't use or like their specific plans, the rest of the book is immensely helpful. If building the coop is frustrating or too bothersome, just carefully choose and buy one, and enjoy your chickens!Update(8/2013): I've built both the All-In-One(as pictured above, modified) and recently the Urban Tractor which I really like. Lumbar gets heavy fast as you add pieces of 2X4, 2X3's, etc. and the All-In-One is quite heavy even for 2 men to try to move on a rough service(I hooked mine up to a tow chain and jeep to move it). The urban tractor is much easier, of course, but still a bit heavy trying to pull through the grass. I added 10" wheels which really help, and I or my wife can roll that around by ourselves; however, tough to go up hills alone.I did find one error with the Urban Tractor design in the measurement of the height of the front wall/nest box. Significant if one isn't paying attention and carefully reviewing the dimensions before cutting; also there are lots of little details one learns while doing, e.g., when screwing a 1-1/4" screw through a 1X3(on the 3/4" side) to a piece of T1-11, the screw will protrude if one screws down flush with the board. They do warn about this since they want you to use this length screw, but I was surprised about how much I had to back off the screw for just 1/8".Overall, I enjoy building the structures. They may be heavy, but they're solid, protective and cute looking. Not being a carpenter, this is a great instructive book.Coop update 2015- I love our All-In-One. It's almost(it is) an obsession for me to automate it as much as possible for our 4 cute and very different chicks. We use automatic tube(pvc pipe) feeders, hung waterers made from gatorade bottles and nipples, an overhead heat lamp in the coop with a thermo-cube, drip pans made from plastic boot trays(the ones that sit by the door for people to place their wet shoes on coming into the house)- my wife loves these because cleaning's so much easier- just remove, dump off the shavings, hose off, and slip back in(I cut them to fit).We lay straw in the run, and I recently purchased from England(best one I've seen) an automatic door opener, which I placed inside the coop and raises and closes the door(a lightweight plank on the inside) by timer or sunlight- absolutely super, although it's a bit costly.Finally, for our harsh winters, especially this one, and to keep the run dry, I've added removable 'Hurricane Shutters' that I can put up before a storm, by sliding siding over hooks around the run, and, later, can easily be removed.I call the coop "Chicken Fort Knox" because nothing can get into it, e.g., raccoons-which we have many- just be sure to use hardware wire(no chicken wire ever!).Do some research and have tons of fun with embellishing, but no matter what, have fun. Update 10/16- I've put pics of the modified All in One and Modified Tractor and the storm shutters. I've added a heated water bottle in the coop and the run- getting ready for our cold snowy winters. Also, I would say, the girls like fresh grass clippings best(no fertilizer or pesticides) for their run cover. Best wishes!We Used It and Love Our Coop We're new to chicken coops and many things construction. I sat down with my dad and we read through the book. There were a number of plans and we eventually decided to slightly modify the plan showed on the cover, but with the directions provided it was very easy for us to do that. Dad and I are very mathematically oriented, but not so construction oriented so we really needed a book like this. If my dad had not come by to help, I would simply have done the coop on the cover and I feel pretty confident that I could have done it myself. The equipment lists were absolutely a life saver. It took us (emphasis on him) about two weeks to buy the material, build the coop and take days off to go golfing and shopping with my mom.I must admit I looked for hours on the internet for free coop plans and while there were some cool looking chicken coops out there, nothing I found had the level of detail I needed to make a chicken coop beyond a one or two chicken project. I am not the kind of person who can see a picture of something and make it. I need detailed, step by step instructions which was exactly what this book provided. I really liked the variety of options available since many people may want to select a different size coop than I did and the pros and cons are very honestly listed.I really can't say enough good things about this book. We found a similar (but not identicle) coop to the one we made for commercial sale and it cost about 5 times what it cost us to make this coop. I am in the process now of painting the coop because I've decided that before I move the chickens in, it's essential that the coop match the house, but all in all this has been a fun family project and I look forward to a new hobby as a result of it. Were we not able to make this coop ourselves, I would not have paid for the commerically available coop and probably would still by debating on whether or not to get chickens.Excellent Resource As I approached the entire backyard chicken project, research was key in doing it right. I kept searching for one source that would describe, in detail, the construction and requirements of coop building, since this was something we wanted to do on our own. Resources in that area are extremely limited, give general information and don't get into the nitty gritty of it. This book does that in spades! It is excellent for the newer DIY'er because it has a chapter with construction how-to's to wean you along. If you are looking for an in-depth coop building source, this book is definitely for you! Added benefit: also has 5 plans to look at or use!

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Rabu, 06 Februari 2019

Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) (D&D Core Rulebook) Pdf

ISBN: 0786965622
Title: Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) (D&D Core Rulebook) Pdf
Published Date: 2014
Page: 320
Weave legendary stories in the world’s greatest roleplaying game.
 
All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore.
 
“[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .”
—Charlie Hall, Polygon.com
 
“D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker
 
• The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories.
 
• The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly.
 
• In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease.
 
• In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.
 
• Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

*THE* Quintessential D&D Reference Manual What can I say? This book rounds out the Holy Trinity (tm) of D&D 5th edition. With this book the DM or Dungeon Master, has everything she needs to tell the stories that the PC's or Player Characters, need to bring this game to life. I predict that this book, and the entire run of 5th edition, will be winning major awards, and this book firmly establishes D&D as a relevant Role Playing Game brand again after the unfortunate disaster that was 4th edition. In summary, the art in this book is fantastic, starting with the great cover. This is the DMG that is everything I've come to expect in a 5e rule book. Following the exceptional job done in the PHB and Monster Manual, I expected nothing less. The full splash color pages are evocative and stunning, and really give you a sense of what D&D is all about. The fantasy worlds and creatures come to life on every page. Everything is fresh, new, and original, and this book rounds out the 3 books that encompass Dungeons and Dragons. My nod to Pathfinder (or as its referred to D&D 3.75): peruse this book and be prepared to return to the loving arms of D&D again...Now, lets get down to business: To say there are a lot of table in the 5e DMG is an understatement. This book is packed full of tables. Every section has tables to help the DM use the mechanics quickly and easily. All the tables reminded me of the original 1e DMG, whihc was a good thing. Here is the breakdown:Chapter 1: A World of Your OwnWhether you're a new DM who's never played before or you're a player who hasn't played in a very long time then this chapter provides a great introduction to world-building. If you're an experienced DM and you've played any previous edition of D&D in the last few years you can quickly peruse this section.However, for the experienced DMs the only things that you may want to take a look at quickly is the section on Factions & Renown and Tiers of Play.The Faction section lacks the details about special missions you can run your PC's through. The Renown section talks briefly about attitudes of members and special privaleges. There are new rules on losing renown and new rules for how to use renown for pious characters to measure their devotion. The four basic tiers of game play are covered, namely:Levels 1-4: Local HeroesLevels 5-10: Heroes of the RealmLevels 11-16: Masters of the RealmLevels 17-20: Masters of the WorldThere are also guidelines for beginning play at higher levels and a sidebar that establishes how much equipment, money and magic to give PCs starting above level 1 in low magic campaigns, standard campaigns, and high magic campaigns.Chapter 2: Creating a MultiverseAh the multiverse! Its no longer a Joss Whedon concept, (and I surmise that Mr. Whedon himself got this term from playing D&D) If you are an experienced DM who has familiarity with the Manual of the Planes (any edition) then you can likely skip this chapter too. It's essentially condensed material that covers the many worlds, or Multiverse, of the D&D plannar worlds. It's a handy section to cover if your campaign spans the Multiverse, but for everyday adventures, especially the kind you generally see at low levels and introductory play, this is too much too soon. I am very thrilled to see that the Shadowfell, the Feywild and the plannar city of Sigil make a return to 5th edition in this section. I predict we will see a future supplement covering these.Chapter 3: Creating AdventuresThis chapter is the meat and bones of the DMG. The chapter begins with a comprehensive breakdown of what makes a good adventure and then talks about the difference between playing a published adventure and one you make up yourself. There are lots of tables that present numerous options detailing the different types of adventures, complications like plot-twists and side quests, how to create encounters with a strong focus on objectives and monsters, and how and when to use random encounters. This section rounds up with the in's and outs of creating exciting encounters for your party.Chapter 4: Creating Nonplayer CharactersNPC's or Non Player Characters, are the world of D&D. These are played by the DM, and mastering how to play these can truly make a game shine. This chapter offers insights and tables for personalizing and really bringing these rather 2 dimensional characters to the 3rd dimension. The optional Loyalty Rules are covered in this section.Villains, the quintessential antagonists of the D&D verse are given three huge tables which give the DM plenty of options to choose or roll when they need a quick villain that's not your standard bad guy. The crowning jewel in this section are the Villainous Class Options. Cleric can chose the Death Domain and the Paladin can choose Oathbreaker. My only disappointment with this section is that only one domain is covered. I truly hope that we will see future Domains covered, but for now this is the only one given to the DM. The Oathbreaker, or Anti-Paladin, in particular can actually atone and change back into a good aligned Paladin, but it's a difficult undertaking.Chapter 5: Adventure EnvironmentsThis chapter is really handy for DM's who have never built environment encounters before because it talks about campaigns that take place outside ot the typical city, or in a dungeon, in the wilderness, or in an urban setting. It covers how to describe these settings, how to map them, filling them with challenges and monsters, and how to survive in the harshest of environments.The section on Adventures in Unusual Environments, which essentially covers environments such as underwater or in the sky, are handy for the DM to have and were entertaining to read through. However, the real highlight of this chapter was the pages which covered traps. After a very brief overview of how to use traps, there are 11 great sample traps. I am certain that all DMs will find clever and creative ways to use these deadly traps in their campaigns soon enough.Chapter 6: Between AdventuresWhat happens when your adventurers are not saving damsels or slaying dragons? Here the DMG gives a few additional options beyond those already described in the PHB. Here's a sample of Awesomesauce to wet your palate:Building a Stronghold: Spend 60-1,200 downtime days and 5,000-500,000 gp and you've got yourself a brand new stronghold.Carousing: When you want to party like it's 1999 then spend those downtime days on some serious partying.Crafting Magic Items: Aside from the time and resources required to actually acquire the materials that the DM decides you need to make your magic item, you have to spend some downtime days.Gaining Renown: Want to rise through the ranks of your faction? Spend some downtime days to make a name for yourself.Perform Sacred Rites: Pray long enough and you'll get inspiration for it. How much is up to the DM.Running a Business: Adventuring is hard work, so when the monsters are defeated come home, relax, and work at your day job.Sell Magic Items: In a world with few magic items there are fewer still who can afford to buy them. It takes many downtime days to find a suitable buyer. Maybe you should just keep the item?Sowing Rumors: Now the Bard and the Rogue can put those social skills to work by slandering your enemies and making the party sound more heroic than they really are. The bigger the town the longer it takes.Training to Gain Levels: (This is one Im using at the 3rd tiers and higher) As a variant rule the DM may require you to train before you can advance to the next level. Don't worry it'll only take 10-40 days depending on your level.Chapter 7: TreasureThis is the quintessential section of the DMG that covers the description of magic items. This is my favorite section of the DMG. The art is stunning--Ive never seen its like before in any previous DMG. Most items have full colour pictures which always makes an item seem special. Some of the illustrations pay homage to previous editions of D&D. Here we see the Manual of Bodily Health, the Talisman of the Sphere, which is shaped like the demon face carving some may recognize from the Tomb of Horrors, the Deck of Many Things shows the faces of nine cards. Also included after all the descriptions of magic items are details for sentient items and good old artifacts.Also included are 11 tables for randomly determining gem and art objects. They're not as detailed as the ones in the classic 3e Forgotten Realms Campaign Guide hardcover, but they'll certainly do the job. There are also good options presented on attuning items, identifying items, and cursed items. There is a table in this DMG that lists some possible consequences of mixing potions.Rounding out this chapter, there are six pages that talk about other rewards beyond gold pieces and magic items. These include things like blessings, medals, land, favours, strongholds, and training. The last section in rewards is Epic Boons. They're only available to PCs who are level 20 and they are truly epic.Chapter 8: Running the GameMuch is this is expanded material that is already covered in the free DMG Basic Rules PDF that Wizards of the Coast has made available on their website as a free download: http://dnd.wizards.com/articles/features/basicrulesFor new DMs this section gives you everything you need to know to run a good session. It covers a lot of details but each section is very short and to the point.We are further given a few optional or more advanced rules in this chapter including ways to adjust monster damage severity, as well as guidelines for using maps (grids or hexes, which is almost the default style of D&D combat) and how to determine the tactical aspects that come with it such as flanking to gain advantage and facing rules. There are rules for handling chases, stats for siege equipment, and two pages on poison including the details for some of the deadlier varieties.Chapter 9: Dungeon Master's WorkshopThis chapter presents the reasons this is the best DMG of any previous editon of D&D. Many optional rules are presented here and I hope this section is what inspires new DMs to see the beauty of 5th edition.Much of this chapter is not material that is expected to appear at every game table. In true sand-box style, If you like or dislike something you read in this chapter, talk to the players and DMs in your group and as a group collectively divide which ones you think will work and which ones wont.Proficiency dice replace the flat modifier in your traied skills. Instead you get a proficiency dice to roll when using skills you're trained in. It eliminate auto-success and allows you to try some crazy and wacky stuff knowing that if you roll really well it just might work.Hero points are basically the 3e action points. You get a set number of hero points and when you spend one you roll 1d6 and add it to the check. You can also just cash in the points to do cool things including automatically stabilizing if you're dying.Honor and Sanity scores. If you want to play a game with a traditional Asian feel or you want to port in your Call of Cthulhu campaign to D&D, now you have mechanics that will help you do both.Healing and resting options allow you to speed up healing by using healing surges like we did in 4e and making a short rest take only 5 minutes. Or you can slow down healing making short rests 8 hours and long rests 7 days.Firearms and Explosives are introduced here. Want to play a D&D game where your adventurer's are magically transported to a wold of 6 Guns & Sorcery? You got the rules right here. What about visiting the famous D&D world of Boothill? It has you covered. Plot points borrow heavily from FATE system (and that is a good thing). If you want something to happen or you want to change the scene as its unfolding, use a plot point. One interesting variant is to use plot points to change DMs mid-adventure. Initiative variations include doing group initiative for team heroes vs. team monsters, applying speed factors to individuals based on weapon type, and my personal favourite, making initiative a passive Dexterity check for everyone all the time.So you have the Monster Manual but you can't find the exact monster you need? No problem. Now you can create you own monster. There is a 20-step procedure for making monsters that literally breaks down each line of a the monster's stat block. As you add each ability, power, or magical spell the tables explain how the monster's power level and CR change. This is the most in-depth monster creation I've seen in any edition yet it's quite simple and easy to follow. Experienced DMs will love this. You can even give monsters class levels and spell casting abilities.Best part? You can create your own Magic Items as a DM!Finally there are guidelines for adjusting what's already in the PHB including new sub-races, adjusting the classes and making your own backgrounds. The Eladrin and Aasimar, covered in previous editions of D&D, are both presented as example sub-races.Appendix A: Random DungeonsQuick and dirty rules for creating your own dungeons. There are 12 pages filled with tables allowing the DM to randomly roll up a dungeon in just a few minutes, (however, the DM can just as easy pick and chose from these tables if a less random approach is desired). It covers everything fom doors, stairs, the dungeon's purpose, to the state of the dungeon when the PCs arrive, to traps, and all kinds of dungeon dressing.Appendix B: Monster ListsContains supplemental material and tables for the Monster Manual which do not belong in the MM (for DM's eyes only). Monsters listed by 11 different types of environments and monsters listed by challenge rating.Appendix C: MapsQuick and accessible sample maps for handy use on the fly. This appendix covers these in full, stunning color and detail.Summary: This is the DMG to own. Even if you play Pathfinder or other Fantasy RPG this book is the quintessential Reference Manual for fantasy gaming and belongs on every essential reference library.Gauntlets of Ogre Power, Belt of Giant Strength, Hammer of Thunderbolts! Over the years, none of the Dungeons and Dragons manuals has changed as much as the Dungeon Master’s Guide. It began as a tome of potent secrets, to be jealously guarded from the feckless eyes of mere players. Were a DM so inclined, he or she could prevent the players from even knowing how their to-hit rolls matched up against armor class to establish the results of a sword-blow or bowshot. Experience point values for monsters, the effects of magic items, even simple rules for movement remained the purview of the game-master.As the game grew, and more and more options arose for building characters, the basics of play moved into the Player’s Handbook, and the DMG relinquished XP values to the Monster Manual and most of the combat rules to the PHB. In the process, it morphed into a nuts-and-bolts toolbox, starting off with rules on combat management, followed by practical sections covering environmental hazards, towns and villages, NPC generation, NPC character classes, and so on. In both 3E and 4E, it opened with a narrow focus and gradually got wider and wider in scope, with the culminative chapters advising the DM on how to run a campaign and build a world.The new edition does exactly the opposite, and therein lies its genius.If there’s one thing that D&D is always about, it’s the experience of stepping out of this world and into another. The fifth edition DMG establishes how important that notion is by putting the world- and cosmos-building chapters up front. Creating a fantastical environment for players to adventure in and journey through is no longer something you eventually get around to by the end of the book; it’s front-and-center as the DM’s first responsibility. You don’t arrive at the “It’s Your World” headline half or two-thirds or three-quarters of the way through the book: it’s on the opening page of Chapter One.From world-crafting, the book moves into storytelling, with chapters on designing and running adventures, populating them with colorful personages, and linking them with character-oriented downtime. It’s important to note that the magic item catalog resides in this section, because in this version of D&D magic items are not just buffs for players to enhance their characters’ abilities with; they’re the payoff for stories, and they’re explicitly supposed to feel unique, with their own origins and stories attached.To create that feeling, the new DMG does what no other ever has: it copiously and beautifully illustrates the magic item section with free-standing images of the items themselves. The drawings spread across a third of every page, luxurious close-shots with nary a character in sight, making it plain that these are not mere accessories, but truly objects of sorcery and enchantment. If you’re an old-school gamer and you have any kind of sentimentality to you, you owe it to yourself to go a bookstore and have a look. The illustrations are so glorious they have to be seen to be believed. I literally got choked up looking at the dozens of perfectly imagined rings, robes, rods and staves around the 200-page mark. It’s natural to expect a cool picture of a flametongue or some figurines of wondrous power, but the art directors for this book went the extra mile and found artists who could render wands and rings jaw-dropping.Of course, even the most beautiful rulebook – which this one is – ultimately succeeds or fails on the basis of its gaming content. Here too, the new DMG is a remarkable success.Tables and charts are a longtime staple of RPG books in general and DMGs in particular, and this case is no exception. What is unusual is how richly imaginative and story-driven many of the tables are. The table of magic item quirks doesn’t just customize the game effects of items; each entry provides a sense of background and reality, or a dash of personality to spur creative role-play. The 3.5 DMG had a table of 100 NPC traits. In 4.0, there were two tables for mannerisms and appearance. Here, the tables for generating NPC details stretch across six pages and provide specific game-applicable hooks for motives, methods, and personalities that simultaneously provide quick tools to generate unique antagonists and also a source of inspiration for jumping off in any number of story directions. Even the table describing costs for magic item creation is a story driver, because when you do the math (one day of work for every 25 g.p. in an item’s manufacturing cost), you find that legendary items take about 54 years for a 17th level mage to craft. Who has that kind of time? Obviously, only an elf, a particularly obsessive dwarf, or some spellcaster of a shorter-lived race who has learned the secret of near-immortality. A vorpal weapon is therefore not just a set of game mechanics that let you lop off heads on a natural 20 – it’s someone’s life work, or at the very least an elf archmage’s long-term hobby.In short, every element of this book – the art, the rules tables, the text, the graphic design – has been carefully designed to make you, as a dungeon master, want to be your most creative. To imbue your campaign and its adventures with all the potential these pages promise. You may disagree with some of the specific choices – perhaps you’d rather enable adventuring characters to craft a ring of invisibility by taking a few months off from dungeon-crawling. But as always, the book actively encourages you to throw out whatever doesn’t suit your needs.My group is in the final stages of a massive campaign from another game, but I’m bursting over with excitement to put this book to use at the first available chance.And yes, for the first time in ... what, 20 years? ... the belt/gauntlets/hammer combo lets you kill giants instantly. If that means something to you, get this book.D&D back to the 70's, when it really became popular!!! D&D has gone back to the original system which made it so popular in the 70's. Gone are the "Play by the Number" rules where every decision is made and printed down in advance. The DMG really is a "Guide" and it leaves it up to the DM's to create and run their own campaign the way I did 35 years ago. If you do a good job players will stay and your campaign will last years, if you don't it dies and you can't blame crummy rules made up by writers you have never met.After the 3.5 & 4th Ed debacle of endless books to buy and infinite rules to memorize I quit D&D for another game system and when 5th came out planned to ignore it totally. But a friend told me they were only coming out with the 3 main books and were planning on making money selling pre-made adventures, so I tried it as a player in his campaign.I liked it and bought the DMG. After I reading the first 4-5 pages I KNEW I was going to start my own campaign, which I have.As a final note this game is NOT for "Rule's Lawyers" as... there are NO rules to argue with the DM over! The campaign flies or falls on the DM's decisions and creativity.

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