"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Saturday, October 7, 2023

Dungeons & Dragons Set 4: Master Rules (1985)

From the web:

Dungeons & Dragons Master Rules is an expansion boxed set for the Dungeons & Dragons (D&D) fantasy role-playing game. It was first published in 1985 as an expansion to the Basic Set.  

The Master Rules set was a boxed set which included 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. It introduces the mystic class, an empty hand warrior. 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. This book includes experience rules, abilities, and spells for higher-level characters, new armor and weapons, and guidelines for sieges and siege equipment.

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. This book covers rules for character-ruled realms, reality shifts, nonhuman spellcasters, and artifacts.

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