Talk:Dungeon Master (3.5e Class)

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Questions -Die Fuddle: Is it reroll and pick whichever or reroll and use the second one? -Exotic Weapon Proficiency: How does using the dice as weapons work? 19:48, September 24, 2009 (UTC)Fiery Diamond

-To be as close to reality as possible, I would say use the second one.
-I do not think the dice are weapons, but rather, the weapon proficiency is any weapon that does that amount of damage. I might be wrong though. --Havvy 22:24, September 24, 2009 (UTC)
Is it weapon damage of your size or assumed medium. --PixieDragon 15:36, 20 March 2012 (UTC)
I remember seeing dice weapons before. Maybe only on the paleowiki though. --Foxwarrior 03:53, 21 March 2012 (UTC)


RatedDislike.png Franken Kesey dislikes this article and rated it 1 of 4.
The idea of having two GMs in a game does not sound like it would be fun over-all. Not only would it make the game centered around one member (most play for the fun, not to be micro-managed); but also would delay the main campaign in a most annoying way. Also this class cannot function independently, while other classes - Bards, Clerics, Sorcerers and Wizards – also have this problem, they have a number of specialties and are more capable in combat. The bard is perhaps the most similar to this class, yet even here this class fails to exceed in ability or interest.

Some specific problems follow:

  1. Exotic weapon proficiency is a weak ability for one controlling the Fates. Keeping it at one exotic or three martial (or something similar) is far better.
  2. Adaptability is not bad, it simply adds utility that does not synergize.
  3. World Shift: I really like this ability; perhaps you could increase how often they use it, and have a way to terminate it early so that one can be economic with it.
  4. Rule Zero: this is the essence of the class, yet is found at 20th level only! A progression or related feature earlier on would be better.
  5. Die Fuddle: does one reroll the whole roll or a single die? This should be the keystone of the class, perhaps with one or two other abilities that circumstantially buff or negate it. A few possible abilities (would be in addition to what exists now):
a. A DM may reroll all maxed die from a single roll (6 for d6, 20 for d20, etc) twice per day. The second roll is added to the original roll. Example 1: you roll a 3(d6)+2(d6)+6(d6)+4(d4) on a damage roll; the d4 and d6 are rerolled. The second time you get a 4(d6)+4(d4) - you would have to cut into daily total again to reroll the d4. Now your total damage is 3(d6)+2(d6)+6(d6)+4(d4) plus 4(d6)+4(d4) (for 23). Example 2: you roll a 20 on a d20 for an attack or saving roll. The second roll you get a 7, add the seven to the original roll (for 27).
b. A DM may force an enemy to reroll a single roll. This counts as a die fuddle for per day abilities.
c. Whenever the GM rolls a 1 in an attack or saving roll against a party member the DM gains a +1 moral bonus the following round.

However, this article is not so bad that it should be removed from main navigation.

RatedDislike.png Foxwarrior dislikes this article and rated it 1 of 4.
It's just a guy who boosts numbers occasionally and hits people with silly weapons; I liked it a tiny bit better back when it was actually throwing dice at people, but either way, I'm pretty sure most Fighter builds end up being slightly more interesting than this.

Also, depending on the interpretation, it becomes occasionally Planar Sheperd level at level 14.

A proper Dungeon Master should really be metagaming and breaking the fourth wall constantly, hmm?

DislikedFranken Kesey + and Foxwarrior +