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Dungeons & Dragons Master Rules

From Wikipedia, the free encyclopedia
Tabletop role-playing game supplement for Dungeons & Dragons
Dungeons & Dragons Master Rules
AuthorFrank Mentzer
GenreRole-playing game
PublisherTSR
Publication date
1985

Dungeons & Dragons Master Rules is an expansionboxed set for theDungeons & Dragons (D&D)fantasyrole-playing game. It was first published in 1985 as an expansion to theBasic Set.

Publication history

[edit]

TheDungeons & Dragons Basic Set was revised in 1983 byFrank Mentzer, this time asDungeons & Dragons Set 1: Basic Rules. Between 1983 and 1985, this system was expanded by Mentzer as a series of five boxed sets, including theBasic Rules,Expert Rules (supporting character levels 4 through 14),[1]Companion Rules (supporting levels 15 through 25),[2]Master Rules (supporting levels 26 through 36),[3] andImmortal Rules (supporting Immortals - characters who had transcended levels).[4] TheMaster Rules set was a boxed set which included a 32-pageMaster Player's Book and a 64-pageMaster DM's Book.[5] The books were written byFrank Mentzer and edited byBarbara Green Deer,Anne C. Gray, andMike Breault, with cover artwork byLarry Elmore and interior illustrations byJeff Easley andRoger Raupp.[3]

Contents

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TheMaster Player's Book adds to the existing spell lists for thecleric,magic-user, anddruidclasses. It introduces themystic class, an empty hand warrior. The book adds to the available range of attack ranks that are meant for demihuman characters. The book provides rules for Weapons Mastery, a type of weapon specialization and proficiency, where the character rises from a Novice to the rank of Grand Master. There is also a table listing all weapons in theD&D game, including any usage restrictions (such as being two-handed, or only for melee), costs, weights, how much damage at each Mastery level, defensive uses, and any special effects.[6] This book contains rules for how experience points, abilities, and spells function with higher-level characters, as well as new armor and weapons, and rules for sieges and siege equipment.[5]

The majority of theMaster DM's Book features additions to the lists ofmagic items and monsters. This book provides a set of strict guidelines for the DM on how to handle a campaign involving such high-magic, super-powerful characters, including the paperwork involved in running small empires, and information on how to balance encounters. The book introduces the concept of Anti-Magic, which Immortals and particular monsters such beholders possess, which decreases or eliminates magical effects within its area of effect.[6] This book contains rules for realms ruled byplayer characters, alterations to reality, nonhuman spellcaster characters, and magic artifacts.[5]

Reception

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TheMaster Rules set was reviewed byPaul Cockburn in issue 73 ofWhite Dwarf magazine (January 1986), rating it 8 out of 10 overall. Cockburn felt that "theMasters Set doesn't leave you gasping for something simple" and it is "an intelligent, subtle and interesting extension to the game".[6]

References

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  1. ^Gygax, Gary, andDave Arneson [1974], edited byFrank Mentzer.Dungeons & Dragons Set 2: Expert Rules (TSR, 1983)
  2. ^Mentzer, Frank.Dungeons & Dragons Set 3: Companion Rules (TSR, 1984)
  3. ^abGygax, Gary,Frank Mentzer.Dungeons & Dragons Set 4: Master Rules (TSR, 1985)
  4. ^Mentzer, Frank.Dungeons & Dragons Set 5: Immortal Rules (TSR, 1986)
  5. ^abcSchick, Lawrence (1991).Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 133.ISBN 0-87975-653-5.
  6. ^abcCockburn, Paul (January 1986). "Open Box: Master Rules".White Dwarf (review) (73).Games Workshop:6–7.ISSN 0265-8712.

Further reading

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  • The V.I.P. of Gaming Magazine #2 (1986)
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