WHAT YOU NEED TO PLAY. Dungeonscape makes use of the information in the three. D&D core rulebooks: the Player’s Handbook (PH), the. Dungeon Master’s. Dungeonscape makes use ofthe information in the three. DdtD core ruleboolss: the Player’s Handbook (PH), the. Dmigeon Masters Guide (DMG), and the. It was announced today that Dungeonscape, the 5E D&D electronic tools, are getting shut down! They didn’t even get past a full month of open.

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Dungeonscape” essential guide to dungeon adventuring pages, for use with Dungeons and Dragons core books.

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Discover Prime Book Box dungeonscspe Kids. Customers who bought this item also bought. Page dungeknscape of 1 Start over Page 1 of 1. Customers who viewed this item also viewed. Wizards of the Coast; 1st edition February 13, Language: I’d like to read this book on Kindle Don’t have a Kindle? Is this feature helpful? Thank you for your feedback. Share your thoughts with other customers. Write a customer review.

Read reviews that mention dungeon design find it useful dungeon crawl base class dungeon features new traps factotum dungeons players ideas skill items options presented walls adventure monsters dungeonscape gamers dmg.

D&D 5E: Dungeonscape killed off by WotC!

Showing of 17 reviews. Top Reviews Most recent Top Reviews. There was a d&r filtering reviews right now. Please try again later. Yes, one of the authors is the author of Order of the Stick. This is one of my favorite books because it goes into DMing and how to do it well, as well as some items that are just brilliant. One person found this helpful. Dungeonscape is designed to give GMs and players plenty of focused material on one of the standard activities of Dungeons and Dragons: It succeeds in this goal, providing a decent amount of material for gamers to augment their dungeon experience.

The book includes variants for each of the major classes dungeonwcape finally we see an underground druid. There is also a new base class – the Factotum, who is a jack-of-all-trades. There are also a few prestige classes, including one specifically for monsters the Dungeon Lord.

New feats and magical items are few, though there is a good amount of new mundane equipment. There are more templates, some of which are particularly interesting – the hivenest monster is eungeonscape intriguing. There are also a pile of new traps. There is a section on Dungeon Terrain, giving some good variants for walls, floors, and doors of unusual materials.

A good amount of the book provides details on dungeon design, dungeons as systems, etc. A section on designing dungeons by theme provides some refreshing ideas for novel dungeons. Unfortunately, the book fails in two critical areas.

D&D 3.5e – Dungeonscape

The substitution levels for the base classes fail some simple play-balance checks. In particular, what fighter isn’t going to take the Dungeon Crasher option? The sorceror spellshield is similarly problematic. Likewise, the Factotum should have never seen print – why bother playing a single class when the Factotum can be any of them?


The second problem is the organization. There is a Dungeon Terrain section in the player’s area, and a similar section in the Dungeon Features chapter.

The two should have been combined, as they provide similar information. This type of organizational problem gets in the way – for instance, important details on Walls of Flesh occur both on page 21 and Overall, the book is probably useful for gamers who like to own every book, or who haven’t been creating dungeons and adventures for years.

Feats in Dungeonscape – D&D Tools

A veteran gamer will be able to find useful nuggets within the pages, but will have already developed dungeon design skills. Still, there are some good ideas here. Mostly interesting reading, but I don’t expect I’ll use much from this book. Although a fair read, the Dungeonscape book presents many themes that have been covered time and again.

For the experienced DM or player the book is dungepnscape very valuable. However, for the novice DM or new gamer, the basics to the dungeon crawl are useful and presented well. Two words sum up this book: That’s a shame, because this book is focused on dungeons – and that’s half the name of the game the other half being “Dragons”.

What should have been a slam-dunk product somehow became one of the worst books ever released by Wizards of the Coast for the Dungeons and Dragons game, and one that makes me question EVER buying another such product without reading it in detail first. So, what precisely is wrong with this product? Class options are an interesting concept one class ability is sacrificed for another ability. One class might lose a relatively insignificant ability and gain an extremely powerful one, while another might lose a strong power in exchange for something that is useless.

Most DMs won’t allow these options any where near their games without significant fine-tuning if at all. The concept of the “Factotum” originally seems to be that of a 2nd Edition bard an arcane jack-of-all tradesbut ends up dungeobscape the biggest munchkin class of all time.

How did this get past quality control and the playtesters? Many of the new items introduced in this book seemed to have been designed by people that have no concept of what is going on in the game. The first example is the “wand bracer” from page 33 that shoots one of five wands into a character’s hand when they extend a finger due to a string attached to each finger.

Besides the fact that the string mechanism would make it almost impossible to hold ANYTHING in the hand besides the strings, the designers forgot one simple thing: The second example is the “wand chamber” that is built into the side of a weapon to hold a wand against a blade so that the wand is always ready.


This design would result in the wand getting broken after every successful attack or parry – thus rendering it useless. Beyond the above complaints about what was added, it is important to note what has NOT been added: Chapter four Dungeon Design has one large, significant table that spans a page and a half and will help DMs come up with broad dungeon concepts You’d think d&c would be large random encounter tables, maybe a table to design DETAILED NPC villains, detailed reasons for getting the party to go into a dungeon, better treasure tables, and numerous other things that would allow for faster dungeon design – but there aren’t.

Because too many people were swimming through the lakes of acid, so now they contain sharks to stop would-be adventurers. All these sharks need now are lasers attached to theirs heads and the insanity would be complete. I found this book not only completely useless, but potentially unbalancing to any game I would run. But weren’t there any useful tidbits in this tome, you ask? Only two come to mind: The section on traps was useful in that seventeen new traps as well as modifications for established traps are presented for use.

Though there isn’t enough information here to justify the retail price of dungdonscape book there are other supplements devoted to the subjectthe traps section is the one area I might reuse.

I don’t like how the “root walker” was ultimately presented, but I do like the concept – a druid devoted to the caves and below spaces of the world rather than the forests.

Thumbs up for this concept! In the end, I can not dunheonscape this vungeonscape – and I think Wizards of the Coast should be ashamed of themselves for releasing such an unbalanced dungeoscape. Avoid this book at all costs if you value your game. See all 17 reviews.

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