Master Rules: Set 4 (Dungeons and Dragons: Fantasy Role-Playing Game) - Hardcover

 
9780880383424: Master Rules: Set 4 (Dungeons and Dragons: Fantasy Role-Playing Game)

Synopsis

The Master Rules set includes a 32-page Master Player's Book and a 64-page Master DM's Book. The Master Player's Book expands the spell lists for the cleric, magic-user, and druid classes. The book adds to the range of attack ranks for demihuman characters. The book provides rules for Weapons Mastery, a form of weapon specialization and proficiency, where the character starts as a Novice and rises to the rank of Grand Master. There is also a table listing all the weapons found in the D&D game, including all the restrictions (two-handed, use only in melee, etc.), costs, weights, damage at different levels of Mastery, defense uses, and special effects.[6] This book includes experience rules, abilities, and spells for higher-level characters, new armor and weapons, and guidelines for sieges and siege equipment.[5] The bulk of the Master DM's Book is taken up with an expansion to the lists of magical items and monsters. This book provides a set of firm guidelines for the DM on how to cope with such a high-magic, super-powerful campaign, including how to cope with the paperwork of having players run small empires, and a section on balancing encounters. The book introduces the concept of Anti-Magic, a property possessed by the game's Immortals, and certain monsters like beholders, which reduces or nullifies the effects of magic within its sphere of influence.[6] This book covers rules for character-ruled realms, reality shifts, nonhuman spellcasters, and artifacts.[5]

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