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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Jesse Decker and Michelle Lyons and David Noonan. By Wizards of the Coast. The regular list price is $29.95. Sells new for $3.00. There are some available for $4.88.
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5 comments about Races of Stone (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. This is a somewhat typical WOC title. It tries to flesh out something and bring something new to the table. It focuses on 2 main D&D races and introduces a 3rd. You get dwarves, gnomes and the new goliaths.

    While not a huge fan of dwarves or gnomes, it was nice to see a newly fleshed out race. The sections are formulaic, as most WOC books are. There sections on life, habitat, more gods for an already crowded pantheon. But face it, everybody in a pantheistic universe, is going to have their own god of something. However a little gem appears in there, a dwarven language section. It's only a page long, column style, with one work and its equivolent. Could be more, but I've learned to take what I can get.

    I did enjoy the section on the goliaths. I like them. It was a nice change from the established races, complete with the same sections as dwarves and gnomes. I just felt as it was new and not something we've read before it had a fresh perspective. It gives a goo frame work on how they work, live, play (include game mechanics for playing goatball) and move around as a good nomadic people do. The sample settlements helped me as I was able to have a nice village to stumble into for my game and a larger place down the way to send them to.

    Unfortunately the monster's section was too sparse. A lot more could've gone in there as most places of stone, are usually mountains. Although I found the dire eagles a nice toy to pair with a hill giant attack.

    There are sections on prestige classes as usual. I didn't find any to grab my interest, nothing I'd wanted to put a few levels of my regular classes off for. The magic items didn't interest me too much either I'm afraid. It happens.

    Overall, it's a useful book. If you can, borrow and use it, it'll probably be better that way.


  2. This book is pretty pathetic. There are a few feats and a few prestige classes I might use in it, but its mostly a waste of time. The only thing I think that stands out for me are the racial substitution classes. The new race, the Goliath (can anyone think of a better name? Yeah, just about anyone could)is a waste of time.
    I've seen where you can get all three of the race books in one box set. I can't imagine the shock of the buyer after picking up these three books and realizing how much money he wasted. I bought this one used for $7, so I figure its worth that much for the pictures and little I'll use.


  3. Races of Stone brings insight into the lives and social structures of dwarves and gnomes. It also offers the same insight new races such as the goliaths that are great for pcs and npcs alike. This book offers great information for both players and DMs.


  4. There are some neat feats and build variations in this book. I also like the in depth description of dwarven culture. Oh, I'm sure the gnome and goliath are good too, I just haven't read them yet.


  5. I bought this a as a gift for my brother in law and he absolutely loved it!


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Eric L. Boyd. By Wizards of the Coast. The regular list price is $29.95. Sells new for $8.11. There are some available for $7.65.
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5 comments about City of Splendors: Waterdeep (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement).
  1. This book adds substantial information on one of the key role-playing locations in all the Realms, and also reveals a lot of plots that are going on there. It is written with very easy cross-referencing with other FR material, while also giving some background on the referenced characters. And of course, you get adventure hooks, history background and some very interesting NPCs. This product is a must have for the FR campaign setting!


  2. Wizards of the Coast has released a book concentrating on Waterdeep, the ultimate adventuring city in the Forgotten Realms. And why not? The city is one of the most beloved locations in the gaming world, finding its only real competition in the City of Greyhawk. Plus, if RPGNOW stats are any indication, there's good money in a well-done city book.
    So does Waterdeep hold up?

    I wish I could say no, at least this review would be funnier, but I enjoyed it quite a bit. There's a wealth of material in this book and you get the feeling that it just scratches the surface. In fact, I think the only complaint most readers will have is the low page count (at 160). There just isn't enough room in this book for everything that one might find in Waterdeep.

    Still, the material is interesting and the author (Eric L. Boyd) has a delicate hand for how much is just right. I didn't feel like he rambled on too long and for the most part I felt like he gave me enough to build a game in the City of Splendors. Heck, I could probably build a whole campaign there, using just this book.

    Chapter One begins with an interesting history of the city. This chapter actually captured my attention (whereas usually histories are just text you have to get through). It's hard to point out exactly why this appealed to me, but I think that it has to do with the many iterations of settlement the city passed through before becoming the place we all know and love. It took me back to certain real world histories I've read, and where an author's usual instinct is to say, "The city was founded in ," Waterdeep has lived under different names, guises and rulers over the years. It just felt . . . rich.

    The book then moves on to a brief who's who and then a treatise on laws and culture. It then tackles all the ways to get to and from the city . . . including teleportation. It was refreshing to have a high fantasy world deal with an issue that almost everyone ignores . . . how the casual use of magic could kill people in the streets. Finally, the book tackles the defenses of the city, both magical and mundane.

    Chapter Two deals with People of Waterdeep (I'm not sure why the Who's Who wasn't here.) This chapter is long an complex, taking about a third of the book. In it they cover everything from guilds to monsters to the underworld to secret societies to the nobility and much much more. This is where the book really sold me, the level of detail just enough to fill me with the maximum number of colorful characters while giving me just enough information to run them properly in the game. As a game designer, I can only say this chapter must have taken five times as long to write as the rest of the book put together (characters can take forever, even when many of them aren't statted). I can only tip my hat at Mr. Boyd for not losing sight of the prize and becoming sloppy. Still, I think there are too many dragons detailed for a city with a ward against dragons.
    Chapter Three handles presitge classes. You know what? I'm gonna give the book a pass on this one (and it's not the same pass I gave DMG II). This book needed prestige classes, and while I thought that four was probably a bit excessive, this is the perfect use of the game mechanic: defining a particular organization and their unique and often mystical abilities. The Gray Hand Enforcer, for instance, can tap into the dragonward of the city, accessing its power. I don't mind using a prestige class to simulate this.

    Chapter Four is the obligatory sites-of-the-city chapter. I don't have much to say about this. It got the job done.

    Chapter Five is a section on adventure opportunities in Waterdeep. This section contains everything from single encounters (a disturbing amount of haunted locales) to mini-adventures, to a small section on Undermountain. I think that a DM could build a good campaign, starting with this chapter.

    The final chapter covers more rules-oriented materials. Starting with feats, it then covers magic items, poisons and a section on spells. The section on spells is mercifully short, and I can't begrudge it. People in Waterdeep will make spells. This, like the Prestige Classes, is a much better place for new material like this than 90% of the books WotC produces.

    I do have to give one qualification on this review. I haven't done more than skim most of the past material on Waterdeep, so I don't know how much of this book is recycled materials. Still, I found what was here to be interesting, useful and well presented. This is one of the better books WotC has produced since 3.5 released. If you adventure in the Realms, it's probably a must-have.


  3. Great sourcebook for d20 Forgotten Realms! Lots of info on Organizations, secret societies, ruling factions, areas of interest, NPC's and their motivations, advernture hooks, etc. As are most of the FR sourcebooks, this one is another great buy!


  4. I found this book to be full of useful information and maps. I loved seeing the new Prestige classes and finding out about the situation in Waterdeep. I would say this book is for the more experienced Dm'er since they give you seeds for so many story's and possible campaigns. I noted that a few reviewers felt there wasn't enough but I felt there was enough here to last a long time if you wanted to center your party around Waterdeep.

    The maps are very detailed giving you what each house is in each neighborhood. There are plenty of NPC's given as well for any group you would like to explore. Waterdeep is a rich city full of history and intrique and this book certainly gave me that impression.


  5. The copy I got was clearly a screw-up at the printing press, the first 30 pages or so were connected at the top (cut short at the botton), I had to "tear" then apart myself.

    The content of the book is/was fine. A fair amount on different people but I was hoping for a bit more interesting points of interest myself. Its a good resource for building adventures in the city that contain and/or interact with some of the more notable characters but it just kind of left me feeling like it should have contained more about underground characters/groups etc.


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by BradyGames. By Brady Games. The regular list price is $17.99. Sells new for $8.89. There are some available for $5.00.
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3 comments about Folklore Official Strategy Guide (Bradygames Strategy Guides) (Bradygames Strategy Guides).
  1. Although this guide has some very nice character and location art, it is not helpful at all. Not only is half the maps missing on the pages where the maps are shown, it does not list all the information needed in the game (actually not even close to all the info needed)

    It fails to mention what the costume section in the game is, what the colored crystal are (and how to break them, and the worst of all is that there is no mention that the side quests must be completed (if you want to do them)before you fight the area's boss.

    This is barely useful, and not recommended, unless you want it for the art, I would avoid it. At least it's only 20 dollars (maybe thats why it seemed like the editors did care about how the final product looked)


  2. This guide provides a complete, and highly accurate, walkthrough for the game, and is essential unless you want to spend pointless hours wandering around and wasting time doing things that don't advance the game. It's attractive, and pretty well-organized. It's sketchy on how to solve quests (maybe deliberate so as not to give everything away), and occasionally fails to provide guidance on how best to handle troublesome Folks, but for the most part provides the key information needed. When it didn't provide it, a quick internet check would fill in the missing keys. A clearer explanation of how to boost karma for your folks would have been helpful. But overall, this was an excellent help.


  3. The game is fantastic and the book helps out so much! I am definately glad I bought it!!


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Martin Signore. By For Dummies. The regular list price is $16.99. Sells new for $6.30. There are some available for $6.30.
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5 comments about Fantasy Football For Dummies (For Dummies (Sports & Hobbies)).
  1. and neither are you. Don't waste your first season playing fantasy football by not being prepared. FFFD was designed to help new players avoid the pifalls that all of us hardened vets made back in the day...

    FFFD explains how the game works, how to get started and even where to play online! There are also plenty of detailed, proven methods for drafting a great fantasy team and managing your team during the football season.

    Is this a shameless plug? Of course it is, but I think the book is unique and I wish I had read it before I started playing...


  2. I have always been curious about just what is fantasy football, and have passed up a few opportunities to join in because I lacked the confidence to join a league. Martin Signore spells out all of the ins the outs the dos and the don'ts in a very easy and understandable way. I can't wait for the season to start and hone in my newfound skills!


  3. The author REALLY knows his stuff as oppossed to some of the other writers of "for dummies" books! He truly has a love for the subject and it shows!

    Highly recommended!


    :)


  4. If you are thinking about playing fantasy football or even if you played a little last year and want to improve those basic skills, get this book! It is a great introduction to fantasy football. It covers everything to get you started including where to play online and look online for information on players. Many of the tips are exactly what you need to draft, manage and improve your team for a winning season.

    After reading Fantasy Football for Dummies, it is obvious that Martin Signore has played the game for many years and his love of the hobby shines through. Once again, the winning "dummies" format makes it easy. I am amazed at how much information he provides. Martin even discusses Auction leagues which many of todays FF books ignore. He hits all the right techniques and even includes some advanced draft strategies.

    I usually find the "part of tens" pages in a dummies book tedious, but Martin has provided a great Top 10 list of mistakes to avoid and perhaps even more importantly ten fixes to make to your team after draft day. The draft is not the end but instead should be the starting point for a championship team. You should constantly try to improve your team through trades and/or the waiver wire. A great manager can always look back and point out a significant improvement during the season.

    This is definitely the book of choice for anyone who wants an introduction to the greatest hobby of all time, Fantasy Football.

    Sam Hendricks, author of "Fantasy Football Guidebook: Your Comprehensive Guide to Playing Fantasy Football" and "Fantasy Football Almanac"


  5. Great Book. Taught my husband a few things about Fantasy Football that he didn't know and he has been playing for years. A must have for any wife who wants to learn what occupies hours of their husband's time.


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by David Noonan and Will McDermott and Stephen Schubert. By Wizards of the Coast. The regular list price is $29.95. Sells new for $4.49. There are some available for $4.83.
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5 comments about Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement).
  1. Generally speaking, I dislike books that have adventure ideas and other DM material. Usually I am just looking for the 'meat' as in new monsters, spells, feats, etc...This book was an exception. I wanted to take the campaign in a little bit different direction than the norm, and thought a battlefield oriented game might be novel. This book has quiet a bit of ideas for adventures and scenarios related to large scale warfare. I found the sample ideas to be both creative and interesting. I would definately recommend the book if you are going to run that type of game. If you don't plan on running that type of game this book will have much less value to you.


  2. I'm sure I'm not the only one who thinks there's nothing more epic and exciting in a RPG than war. Well this book does a pretty good job of laying the groundwork for a campaign based around battles. It's not all straightforward battlefield stuff either, a lot has to do with different tactics during war.
    Things like cutting the enemy's supply lines, battlefield espionage, siege weapons, arrow volleys, etc. It also has what is definitely the best and simplest system for battlefield morale that I've seen (and it's compatable with the D&D miniatures rules) and explains how Leadership and one's rank in the military play into things.
    Most of the feats and prestige classes are boring (though the combat medic is excellent) and some of the spells are very interesting. Overall it is an excellent resource.
    The only reason I am giving it 4 stars is that it's all very situational, and in a standard campaign none of this will get used. For a campaign that involves medieval warfare and big battles, it earns its pricetag, which I can say for less and less of WoTC's product line of late.


  3. This book has been vital to my weekly D&D game. The book rises and falls on the idea of epic clashes between giant armies that your players influence. The Victory Point system is increadible, it has really helped my players to get into the game. It lets even low level charactes feel that they are vital. It is easy for the players to fall out of the spotlight in a giant army, this book makes that a thing of the past.

    The prestige classes don't over run the book and that is a rarity in some of these supplements...a welcome rarity.

    A surprising aspect of the book is the appendix which gives you monster stats for monsters of different ranks. (Orc general, drow priestess)

    This book is almost as important as the Player's Handbook if you are running a war themed campaign.


  4. It's a fine complement. There is a lot of rules you can take out of military context and use it in a regular D&D game, for example arrow volley... never again understimate the goblin archer team.
    The Feats sección is commited to the main theme but I don't see it like a fault. The prestige classes are enjoyable.
    A good work.


  5. I didn't know it. I've substitute improvisation, miniatures rules, everything in its place. I didn't know this gap existed in my gaming repertoire before this book showed up on my doorstep. It was only when I opened it and skimmed the table of contents for concepts that I suddenly realized that this was it. The book I was waiting for. I almost didn't want to read it. I have no particular history with David Noonan, Will McDermott or Stephen Schubert. Maybe I've read books by them before, but they've never appeared on my radar. Wizards can put out some uneven stuff, so I wasn't sure if I even dared read it. I mean, here's a book I didn't even know I waited for and when it shows up, Bruce Cordell had nothing to do with it.

    I skimmed it once very quickly. I'm a bad speed reader, but I can get the general gist of a book fast. What I found prodded me to go onward, so I started snatching at random bits that seemed to solve long standing problems in my games. I read more carefully now, probing, sussing out potential problems, trying not to get my hopes up.

    So what was the answer? Did I like it? Well, to know that you'll have to skip to the end. I'm not sacrificing my own sense of drama for someone I haven't even met.

    You know, even though this is a review, that last line begs for an emoticon.

    Ah, well, you'll just have to take my sly humor as read and push on. You really have no choice. Go ahead. Keep reading. I dare you.
    So the book starts with your standard chapter one fare. This is a book about adventures on a battlefield. What does that mean? Well, you know. Adventures. On a battlefield. We're in chapter one, so we'll go slow, but try to keep up. (My sarcasm).

    So we talk about pacing, planning a campaign, general advice. Nothing here is earthshattering. Most of it is guidance in subjects like how to handle downtime in the middle of Agincourt. How militaries are organized. What a Frenchman originally meant when he called someone a "lieutenant."

    From there, we move on to chapter two, and the book begins to pick up. Here they teach you how to design a battlefield (they start with remedial studies) then move on to flow charts. Now the flowchart idea for an adventure isn't exactly earthshattering, but just glancing at their two example flowcharts is enough to set straight any confusion you have about what a battle might look like from the POV of a few confused characters. Personally, this was the single biggest advantage of the book for me. Suddenly I can see clearly why so many of my past battlefields lacked luster.

    The chapter doesn't end there, however. Next it teaches you how to build the enemy army in 60 minutes. Then it talks about encounter maps. Then it introduces the concept of victory points and explains how to use them to influence the battle.

    Basically, you predetermine the battle outcome. This is what will happen if the PC were never even there. Then you base a best and worse case scenario on how much you think the PCs can matter in the battle. Then you use their victory points the PC's earn on the field to determine where in that specturm of possible outcomes the battle eventually falls. It's simple and its elegant and there's nothing about the system that is tied to the D&D rules. That's the biggest beauty of the book. So much of it could be used with any game system.

    Next we have chapter three. Here we explore specific battlefield encounters with examples. Then we have specific example units. Then we discuss experience. So this chapter is only useful to you if you play D&D, but honestly, you got almost everything you needed in chapter two. We're into bonus material now, and we're only up to page 62.

    The next chapter is a mix of D&D specific info. You could adapt some of it to other games of course. It has rules like how to handle siege engines and aerial bombardment and arrow volleys. We also deal with morale checks and commander ratings and radii, but after that we're into non game-specific materials again.

    The chapter introduces a way to abstract strategic advantages to help determine who has the upper hand on the battlefield in the big view. We get into specific victory point allotments , how many points to assign to cutting a supply line, for instance. Then we wrap up with a method of handling battlefield recognition such as promotion and medals.
    Chapter five deals with the military character. Now, if you've read any of my reviews, you probably know I'm going to be upset by all the prestige classes. You're right. WotC is out of control. We need to have an intervention.

    The rest of the chapter is various D&D specific rules. We treat with skill applications and new feats. The best section of this chapter are the teamwork rules. In too many games, you send your characters to some sort of training an unless you want to force the players to multiclass into a level of fighter, assuming they have the xp. You really gain nothing from the experience. I've always hated that. The teamwork rules, however, fix that. These are specific tasks and abilities that require no allocation of precious character advancement resources like feats or skills. Do you want the benefits of training as heavy cavalry? Well assuming your team leader meets his prerequisites (some handle animal, some more ride, mounted combat and trample) and the team members all meet their minimum requirements as well (A single rank in ride), the characters need only train together for a time. After that, they can act as a unit and gain benefits such as stopping opponents from avoiding your overruns. One of the nice bits in here is that each teamwork benefit has a list of tips at the end. These alert the DM to potential rules he might want to brush up on or things he might want to consider. Some of it is obvious, but it's nice nevertheless.

    Next we have the obligatory chapter on magic, which was fine (spell glut is almost as bad as prestige class glut, though). The book then wraps up with sample armies, sample soldiers and battlefield steeds.

    You skipped to the end, didn't you? Well that's all right. I loved this book. At least a third of it is useful in any campaign and much of the rest can be converted with a little work. This book might not have as big an impact on your campaigns. Maybe you've been doing fantastic battlefield adventures for years. But if you haven't, this book can help remake your game. I'd recommend it for anyone whose game, even now, has the dark and fervent whisperings of war.

    Now go back and read the rest of this review.


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by BradyGames. By Brady Games. The regular list price is $16.99. Sells new for $10.92. There are some available for $8.95.
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1 comments about FINAL FANTASY CRYSTAL CHRONICLES: Ring of Fates Official Strategy Guide (Bragygames Official Strategy Guides).
  1. A nice strategy guide for an excellent game.

    The strategy guide is very informative, and makes sure that nothing is missed through the story-line of the game - with two exceptions. At a certain point, the story moves on to a new area of the game and it never goes back to the previous section. While the book does say to finish the tasks in the first section, it doesn't say that you will never have the opportunity to come back.

    The other exception is an event where Zack (the main character) has to save a boy's mother from a fire. But this event will only happen if you have completed another task and reported back to the boy. The book specifically says that there is no need to report back to the boy, but if you don't, you don't get the "fire event". I had to go back to a previous save when I realized what had happened.

    The above two exceptions are the only details that were deficient/incorrect though. The guide gives excellent instructions and tips for the rest of the story-line.

    The best part of the guide is the mini-strategies for the 300 missions in the game. There were no errors, and the strategies were accurate and helpful.

    The one big down-side of the guide, is the scant attention it gives to materia fusion. Part of it is the fault of the game itself, given that they made materia fusion so complex. But the guide could have shone here, by making it more understandable. However, it just provided explanations which were very basic, and difficult to understand. There was also a pull-out section that was nothing but horribly confusing. I had to get better instructions online. Even now, after I get the whole materia fusion thing, I still can't make head or tail of the pull-out fusion guide.

    Even so .. I did not regret getting the guide. Apart from the materia fusion let-down, it was otherwise an excellent guide. I would recommend it to other people, without a doubt.

    Oh, if anyone from Brady reads this ... you people have got to consider the over-40s people with your font-type sizes. I can't even see a lot of it with reading glasses, and have to resort to a magnifying glass. The over-40s demographic is fast being recognized as a major video-game consumer, so strategy guides are no longer the realm of "young eyes".


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Alan Alexander and Carl Bowen and Daniel Dover. By White Wolf Publishing. The regular list price is $31.99. Sells new for $18.82. There are some available for $18.82.
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4 comments about Exalted Abyssals (Exalted Second Edition).
  1. Exalted Abyssals is a well written book with a good deal of wit. It is clear from the beginning that White Wolf wanted to make these characters more playable, so their moral ambiguity is certainly played up. The text itself is set up much like the past books in this series, giving an intro to the history and world of the Abyssal, followed by a character generation chapter and then one explaining the traits in more detail, a chapter on new Abyssal charms, a chapter on Necromancy and technology ("necrology"), and finally a Storyteller's chapter.

    The general information this book yields is useful. Granted much of this is either rehashing what was already discussed in the Second Edition base book or further explanations, the Neverborn are better explained as is the Underworld. I would have liked to have seen a new map of the Underworld included in this book as it was in First Edition, or even a map of where the Deathlords' lands are. Such things exist on-line, though that is not always an acceptable option in the middle of a game.

    The artwork is up to Exalted standards, and the comics have a very dark humor to them. As my friends and I pealed through the pages, we found ourselves chuckling on a regular basis at some of the more disturbed bits of evil. Make no mistake that this book is dark, and should have come from the Black Dog press at White Wolf. Brief nudity is in this book, though only a minor amount (no more than in the core book). The blackness of the book is pretty intense, which can become training on the eyes. Everything is black and dark gray, so you will occasionally have to squint to see what you are reading or to fully see what is in the picture.

    If you have a gamer who tries to pull Mr Welsh style stunts in your games, do not give them access to this book. It is full of devilish ideas that, while funny, are fairly asinine. That is a major feeling one gets from this game.

    Gripes about the book are pretty small. In general, the Abyssal Exalted seem pretty confining to play. When reading the Dusk caste, for example, the author all but shoves down your throat that you are an uncontrollable psychopath who must kill every living thing she sees. Exalted has usually been good about not making those kinds of comments limiting play-style, so it was a little disappointing to read. It felt like they were sucking some of the fun from the character creation process. Aside from little problems such as that, the book fits in well with the rest of the game. Again, it is not that suggestions are not good for character concepts, but telling the player they must strictly play this did not seem right.

    In the end, this book is incredibly useful for both ST and player, though for most games this will likely become a book for generating NPCs rather than something characters will make a regular use of. That is, of course, you are playing a rare Abyssals game. Get the book. Read the book. It at least has pretty pictures.


  2. Everyone wants to play the villain, even if they won't admit it. Manual of Exalted Power: Abyssals, gives players of Exalted Second Edition that chance. The characters are created from warped, twisted Solar Exaltations that are possessed by the Deathlords, who rule the Underworld. While the players can do a game dealing with their character's evil, there is also the option of an Abyssal being able to redeem themselves and becoming a true Solar once more, not that this would be easy, of course. New charms, spells and Necrotech (creating weapons and such from body parts) are in here as well as details on nine of the thirteen Deathlords (the other four are for the Storyteller to create). The book is dark in scope, considering its subject matter, and deals with mature themes that might be disturbing to some (Remember, if you're easily offended, you don't have to read it).


  3. I've been waiting for this for a while. I was depending on my 1st edition copy and the Storyteller's Companion to make my Abyssal work. This book does a great job of clearing up everything about resonance vs. limit and other aspects of the rules that are different for Abyssals. If you want to run an Exalted game with a dark tone, or just have some interesting antagonists or player characters this is a must have. The only gripe I had is that I liked the artwork for the first edition a lot better.


  4. Exalted Abyssals (Exalted Second Edition)

    This is an amazing corebook. Period.

    Has a lot of ideas, potential, cool Charms (although most are Mirrors of the Solar Charms) and good view of what the Deathlords are, their plans, metaplot, ideas, vague description of their places and all. Clean, intelligent, more stuff is revealed in this book, several new things that was not said in the first edition, plus necrotech stuff, ideas for playing with other types of Exalted and great illustrations.

    It is a MUST buy for the Exalted fans!


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Bruce R. Cordell and Kolja Raven Liquette and Travis Stout. By Wizards of the Coast. The regular list price is $34.95. Sells new for $7.52. There are some available for $8.99.
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5 comments about Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. This book, while pretty as always, falls way behind WotC's usual standard. The amount of actual content in here could have filled a Dragon article and then it was packed with 50 so-so examples.

    Please note: In order to use a legacy item, you must take a feat at 5th level. NO character gains a free feat at 5th level. 1st, 3rd, 6th, etc. So this sets back the rules by a level, which are subpar compared against the magical weapons available at those levels anyway. Am I the only one who noticed?


  2. This book gives the player and DM alike options to place great items in the game that have a standard format in which to build. Also it gives the DM options ot make a trademark item that a key villian or hero might have. I would recommend using the items in this book in moderation because they are pretty powerful.

    Also do not let the title fool you, it does not only give you options on weapons but a variety of items from rings to armor.


  3. Reading though the Weapons of Legacy book is a pleasure. It has good but short background tales of the exploits of each item. The weapons described might seem underpowered to certain types of gamers, but if anyone has ever played a game in which they had to truly work, think and fight their way to earn a weapon of power then those players will understand the reason for this book. Weapons of Legacy does not give power gamers a source of weapons to rip opponents to shreds. Instead it sets up scenarios to allow a player to become worthy of a legedary tool of incredible abilities. Any DM who has ever made their players struggle for a mere +1 weapon will apreciate the complexity of having to discover the various rituals that unlock ever increasing powers of amazing weapons. I would recomend this book to any DM looking for side quests, minor adventures or a way to expose an advanced player to a new way of earning a legendary status.


  4. Weapons of Legacy

    Good: The idea of weapons that "power up" or that you keep through an entire campaign is a great idea. Now the fighter doesn't need to dump his weapon every few levels; he can hang onto it and it gets better as he does. The items have some great history and background, with plenty of plot hooks to use in a game.

    Bad: The system sucks. It forces you to shoot yourself in the foot for these items - BIG TIME. I'd never choose one for a starting character; you could buy better items with starting gold and you wouldn't have the minuses these items incur nor find yourself dumping levels, XP and gold to improve the items. They just aren't worth it. I've seen plenty of 3rd party publishers do these types of items hundreds of times better.


  5. This book is interesting; I'll grant it that. It comes up with a whole new system of weaponry that will make a huge impact on D&D. Already other books have included weapons of legacy for their various prestige classes and such.

    A weapon of legacy is a weapon that levels up with your character. Basically, you'll find a weapon that's a simple +1 whatever, and then as you progress it will gain new abilities. It's a great idea, your gear leveling up with you. The weapons they create are cool and well-themed and good for any fighting character.

    It would seem that unless you specialized in one of the types of weapons presented and were a fighter that you wouldn't be able to use this book. Luckily, that's not so. My favorite part of the book is the part that describes creating your own weapon of legacy. It's probably the most useful section as well. You can create an anything of legacy, weapon, ring, shield, whatever you like. This opens the book up to any character type. The rules on this are extensive. It comes with scores of example abilities and descriptions for how to implement them. I had a great time designing my own. So, if you like taking what something gives you and making a special one for your character or to give to the characters in your campaign, then this is a great book. If you'd rather just have a huge number of items to choose from that were already well-created, this book falls a little short. There just aren't enough items to satisfy a party.

    All in all it's a very interesting book with a great new idea, and if you have the patience to use the ruleset to make your own items, it will serve you extremely well.


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Posted in Role Playing Games (Thursday, July 24, 2008)

Written by White Wolf. By White Wolf Publishing Inc.. The regular list price is $27.99. Sells new for $18.47.
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No comments about Exalted Books of Sorcery 5: The Roll of Glorious Divinity II (Exalted).



Posted in Role Playing Games (Thursday, July 24, 2008)

Written by David Noonan and Chris Sims. By Wizards of the Coast. The regular list price is $24.95. Sells new for $16.47.
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No comments about Demon Queen's Enclave: Adventure P2 (D&D Adventure).



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Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Exalted Books of Sorcery 5: The Roll of Glorious Divinity II (Exalted)
Demon Queen's Enclave: Adventure P2 (D&D Adventure)

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Last updated: Thu Jul 24 18:46:54 EDT 2008