Dungeonomicon (3.5e Sourcebook)
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This is the third installment of our series exploring portions of the D&D experience that don't work at all, began with the Tome of Necromancy and continued with the Tome of Fiends. This work focuses on the most central of perplexing legacies: The Dungeon. We know you love Dungeons, but you probably have more than a little difficulty justifying them to yourself or to other players of the game.
- Living With Yourself After a Raid
- Razing Hell: When Genocide is the Answer
- The Hands of the Divine
- Temporal Authority in D&D
- Base Classes
- Prestige Classes
- Wish and the Economy
- Wartime Economies Make for Shortages
- Coins are Big and Heavy
- Bad Money Drives Out Good: The Penalties of Paper
- Powerful Creatures Have a Powerful Economy
- The Service Economy: The Profession Rules Don't Work
- Bringing the World out of the Dark Ages
- Easter Egg Class Features: Artifact Swords and Powergloves
- Your Money is No Good Here
- It's not Stupid, it's Advanced!
- Material Components: A Joke Gone Way Out of Hand
- Some Spells Don't Work
- Some Effects Don't Work