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ROLEPLAYING GAMES BOOKS

Posted in Roleplaying Games (Sunday, October 12, 2008)

Written by Gwendolyn F.M. Kestrel. By Wizards of the Coast. The regular list price is $34.95. Sells new for $12.79. There are some available for $12.83.
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5 comments about Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. In the beginning, after my original read of the MMIV, I had the same thoughts as many of the other reviews. The new stat blocks, being not like the old stat blocks, were a nusience to read. The extended information on ecology, encounters, knowledge, treasure, and whatnot, while kind of useful, sucked up space where more monsters could have been. And the endless inclusion of well-known monsters with class levels was just a waste of space. I mean, what DM worth their salt couldn't throw a few class levels on an orc or drow when they needed them?

    And then there I was, ten minutes to my next session with a burning need to have a pair of lizardfolk barbarians fight my players. Yeah, I could have added some attack bonuses and whatnot on the fly, but then I realized, "Wait! I have the MMIV! That has more lizardfolk types than I could possibly need! And they're statistically correct!" Thusly, my game was saved.

    Yes, any DM worth their salt can add a few class levels to monsters... if they have the time. For us more harried DMs, having pre-generated leveled monsters is a boon beyond reckoning. And the maps can be used over and over again. Certainly I've used a cavern map of mine at least four times with my current group. Each time it was the lair or corridor or ambush site of totally different creatures, and the group thought it cool each time. The geode caverns of the gnoll tribes could be used for any wilderness encounter, and etc.

    The various encounter suggestions are excellent as well, as they occasionally provide ideas and adventure seeds. As I also play in the Realms and Eberron, suggestions for how monsters tie in to both places works on multiple levels, or can give people ideas on how monsters can fit into their own worlds.

    As for the monsters themselves, I have to say I like 'em! I haven't had a chance to use a lot of them, because I have over a dozen monster books, and there's only so much death you can throw at your players in a single session. However, there were some excellent constructs, fey, and plants, always favorites of mine, in addition to some nasty oozes, elementals, and aberrations. I don't often use demons, devils, and various outsiders that often, so I can only say they look suitibly evil/good/neutral.

    The reason this book gets three stars instead of higher, is that there are less monsters for the buck, even though what is there is perhaps more useful. Also, switching the format for the stat blocks makes me sad, as I have to constantly search for the information I used to be able to find in a snap. Yes, perhaps I will eventually get used to the new format, but right now it just drives me up the wall.


  2. Although it has some interesting critters, I found the inclusion of so many NPCs a waste of space. NPCs like those presented here should be doled out on the web. The book should be all about new monsters, not modifications of existing monsters. It's not the worst book I've seen from Wizards of the Coast, but it's definately one of the worst.


  3. Of the additional MM supplements, this one is by far my favorite. As a DM who enjoys immersing my players into the eternal struggle between the evils of the dragon goddess Tiamat and those of the Good Dragon King Bahamut, the spawn of Tiamat are a frequently encountered enemy in my adventures. For those who are used to the format of previous editions, the monster statistics block had a slight change, but not to worry! Everything you need to know is still there. It took me some getting used to, but I think most DMs will find it convenient. Take advantage of the myriad creatures within, but be warned, there may be more monsters than your adventurers can cleave.


  4. I've been a DM for about 15 years, and can see why many think that this book was not on par with previous editions. on the positive, for new dm's, or those without large amounts of time to plan can appreciate the monsters with class levels in the base 4 archtypes. i will admit, there have been plenty of times that i've had to do a shoddy mismatch of humanoid and class levels in a pinch. having it pre-planned gives a little more spark. weigh that against new monsters, its like apples and oranges. with the monsters in the other manuals, add to those from other publishers, it isn't going to kill the creature catalog to loose a few pages to the class levels, maps, and organizations within the book. Nit-pick for me was having the templates within the manual and not at the end of the book (my anal-retentiveness for remembering what books have what templates) Over all, liked the clockworks (more smaller ones needed, that's the jules vernian fascination in me tho), for me, the time saving beats the pages lost. Will i ever use half the monsters, no, but thats the same with most of the other books, i go theme based, over hit list any day of the game.

    my 2 copper


  5. I purchased this book thinking I'd get a modest addition to the variety of monsters available to throw at my parties, perhaps spark some ideas.

    I was woefully disappointed when I received it. Dozens upon dozens of write-ups of leveled-up and templated creatures (Drow, etc.) from the Monster Manual and elsewhere.

    The new (?) creatures included were simply bizarre, and not in the good way. More the "Huh, that's.. strange... I can't ever imagine using that" sort of way.

    My suggestion - go to used bookstore, pick it up, peruse it. If you find a group of monsters that you are *already using* (or about to use) fleshed out nicely, go for it. Otherwise... well, up to you.


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Posted in Roleplaying Games (Sunday, October 12, 2008)

By Wizards of the Coast. The regular list price is $12.95. Sells new for $6.81. There are some available for $7.50.
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5 comments about Dungeons & Dragons Premium Dice (D&D Accessory).
  1. The bag is cute and the dice are nice but I just wish they came in a variety of colorsinstead of just blue.


  2. They see me coming every time. Every time Wizards sells a new set of dice, I buy them and every time I am disappointed. With this set it is the numbers printed on the dice. You would imagine after 30 years of making dice, people would get it right. This new set has three different number ones on them. On most of the dice there is the straight up and down "bar" which I prefer, and then the four sided dice has a one with a little flag at the top. The 12 sided dice has several numbers different from the rest of the set. The number ones on it have the flag and the serif at the bottom. The numbers should have all been consistent to make a perfect set. The dice bag however is nice.


  3. Cool little bag with a full set of good colored dice and it all comes in a ridiculously big box. Excellent.


  4. I'm so glad that Wizards of the Coast has made a set of "official dice" for Dungeons and Dragons. I've been using unofficial dice all my life, and couldn't tell the difference.

    But now, wow! Using officially sanctioned dice has made all the difference in my game play. It's like a completely different game! 4th Edition D&D is actually fun now!

    Thanks, Wizards!


  5. I was looking for a new set of dice, and since all the local hobby shops have fallen down I had to look to the internet. Since I have the Prime account I figured I'd give the D&D Premium Dice a try. I was a little annoyed that there were not pictures nor descriptions of what the dice might look like anywhere.

    The dice are blue with speckles and white numbers, they're very easy to read, and very lightweight. I am satisfied with my purchase. One thing, it still includes the d% dice which is now basically useless in 4th edition.


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Posted in Roleplaying Games (Sunday, October 12, 2008)

Written by White Wolf Game Studio. By White Wolf Publishing. The regular list price is $24.99. Sells new for $14.88. There are some available for $11.98.
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5 comments about The World of Darkness.
  1. Ok so it's not a fantasy setting but a horror setting. With a little twiking, it can be that or anything.
    I played the world of darkness setting from the beginning so when the new one (this one) came out I spent over two years before I would look at it let alone buy it. BIG mistake! This is one of the most eleqante systems out there. What makes this truly amazing is that even my 70 year old mother can learn this game in under a couple of hours and yet the game does not suffer from being too simple (ie "4th edition D&D). Perhaps what makes this game stand above D&D is that YOU make the character you want. There is no rolling of the dice to determine your scores. You want a 5 strength? then do it.


  2. I don't want to come off all old school, but all these guys have done is D&D-ify what was a great system. The original WOD was about storytelling, not about having a rule for every situation. These guys have completely lost the beauty of the original game in a forest of rules. At one point they present hardness rules to explain why a drill bit can penetrate a safe. OMG! Do we need a rule for this, do I need a specific set of numbers for the drill and for the safe. How about we just roll to see if it works, set a difficulty and go. The explosion of d20 moneymaking by creating 'new' rules makes everyone think that that's what we want in roleplaying, but in fact most people I know just want a simple system to highlight the action and drama, and some great ideas to get you going. This book has a plethora of rules and no real original ideas. I won't be buying anything else in the series for sure. Try Burning Wheel if you want some ideas, its still rules heavy, but at least it's not just a poor ripoff of something that was great. Anyone got those old White Wolf rulebooks, keep them, or sell them on Amazon, they are RPG gold.


  3. Why the title you may ask? I'm a little bit accostumed to the great quality of White Wolf's products. I ordered this with the Vampire the Requiem rule-book, and they arrived 3 days past schedule and with some little scratches on them. Amazon has to take better care of the stuff they ship.


  4. I have been playing rpgs all my life, but have always stuck to more traditional games like Dungeons & Dragons. Many of my friends have been playing WoD for YEARS and yet I have always steered away from it, thinking "Well that's just that weirdo goth game for vampire fans gone overboard"....

    Lately, however, I have become increasingly disgruntled with the new revisions of my cherished "tradtitional" rpgs, and how these revisions seem to detract from the heart of telling an immersive, atmospheric tale. More and more, I just want a game where I can stretch my imagination both as a player as well as a GM... a game where the focus is NOT primarily on the rules and centered around things like damage types and effect types and creature types and what THIS weapon can do with THIS effect against THIS type on a third Tuesday if the moon is full and the defender is on higher ground with THIS bonus and and holding an item with THESE modifiers if he's at THIS health level and has just eaten fish. Basically, I have become sick of limitations and the need to memorize those types of rules.

    This past weekend, a good friend of mine asked me if I would help him create plots and stories for his upcoming Changeling game, and I thought "Oh great... White Wolf WoD again...."

    But for the sake of humoring him, and a willingness to at least TRY something new, I picked up the World Of Darkness core book, this "Blue Book" as the fans call it, and grabbed a copy of "Changeling: The Lost" to go along with it.

    Forget about "Changeling" for now... I thumbed through this "new" WoD core book, and I honestly feel like I can never go back again! I became hooked almost immediately, before the point where I had yet read a single rule! Twenty-plus pages into the volume, and I was still reading the various snippets of story hooks and idea-inspiration and atmosphere without so much as rule 1, and it was totally refreshing just to see an rpg book DO THAT!

    And as I began to read more and more, further into the book, something happened which I did not expect. Although I was doing this as a favor to a friend, for a specific setting (Changeling)... I began to see the possibilities for this game as an AMAZING stand-alone game without the need for the "Genre/Setting" books such as Mage and Vampire.

    As a stand-alone book, the rules embody the simplicity I have been craving lately from an RPG, combined with the simple premise of "imagine your everyday real world but the supernatural exists" which has opened role-playing doors to endless possibilities for a TON of things I have always wanted to try!

    Wanna run a "Silent Hill"-esque tabletop campaign for a couple of friends one evening? GO AHEAD! This WoD book and its optional handful of non-"Vampire/Werewolf" supplements allows you to do that!
    Wanna take a player or two through a couple of stories inspired by the TV show "Supernaturals"? DO IT!
    "Cthulu" campaign float your boat? Dive right in!
    Indiana Jones? Check! That's right goth fans, I just said "Indiana Jones"!!! The Indy series of films has always been centered around "what if the supernatural existed and left behind some artifacts"... and that is a premise which lies at the very heart of what this WoD book is all about! Just TRY to deny it!

    The cool thing about the "NEW" World Of Darkness, based on what I have been hearing from those I have talked to about it, is that the core book has become a "genre/setting" all its own! Whereas "Vampire" and "Werewolf" and "Changeling" allow you to become those types of creatures, the blue book and its own branch of supplements explores the role of players as humans, mortals... so in a way I guess it's like adding "Human" to that list of monster-inpired genre books.

    Overall, I have given this book its five-star rating just from the sheer limitless possibilities it opens up, and the simplicity of the rules which I have been missing and craving lately... a simplicity which allows the STORY to breathe and unfold without a dozen "check the book for that rule" moments.
    Perhaps an old-school WoD fan would give the book less of a rating, citing things like "they changed THIS and ruined THAT and the new method of THIS is just unneccessary!"...
    But as a player/GM totally new to WoD and what it offers, I am looking at it strictly from the standpoint of how refreshing it is as compared to what I have been stuck with lately and what I have been craving from an rpg, and this World Of Darkness "blue book" delivers in spades!


  5. What can I say? It's the single most important book to own for nWoD. Which is much more playable then the oWoD. White Wolf has in my opinion firmly established themselves as not only THE best table top RPG companies. But they have created some of the most detailed and fascinating universes in the entire canon of fiction.


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Posted in Roleplaying Games (Sunday, October 12, 2008)

Written by Brian R. James and Ed Greenwood. By Wizards of the Coast. The regular list price is $29.95. Sells new for $14.44. There are some available for $14.75.
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5 comments about Grand History of the Realms (Forgotten Realms).
  1. I got the book hoping for a good read of the GRAND history of the realms. While it starts off fairly well (I liked the little one page clips throughout) it falls short when reaching the years of the FR novels I'm very familiar with. Then it goes into FAR too many details about the whole Areavin and reclamation of Myth Drannor series. I was not looking to read all of that story again on a timeline. (I find it sad that Wizards of the Coast has felt it necessary to wreak Faerun with the spellplague so they can sell the NEXT edition of DND material.) I was hoping for so much more. The best part of the book is the front and back cover pictures. One would think that Drizzt being on the cover would warrant more than 7 lines in the entire book and that the creation of the SPIRIT SOARING would appear at least once. Alas, no. He is used only on the cover to sell the book.


  2. Having played the Forgotten Realms from the beginning but not still having all the products this is a valuable resource of the past, present and possible future of the realms. I really like it!!!


  3. I don't play much AD&D these days, but I love to read the Forgotten Realms books. This is a great reference to keep close when reading the stories. I also own the Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting).


  4. Finally! A Book put out that does not include a slew of GAME-MECHANICS. This book was the compliation of years worth of books, guides, magazines, references, and other outlets. This is the most complete timeline that I have see on the Forgotten Realms. Author Brian R. James should be commended for this book and even some kudos to WotC for allowing a pure content-based book to be released.

    All around, it is a handy book and you can even learn a thing or two. 5-stars purely for those who love Realmslore.


  5. This would be a good book for anyone new to the Forgotten Realms. There is some useful information here without going into detail. As a result, I find use the term "Grand" an overstatement.

    For the long time veteran of The Forgotten Realms campaign, there isn't enough new material to justify the price. "The Forgotten Realms Campaign Setting" by Greenwood, Reynolds, Williams, and Heinsoo (2001); and "Lost Empires Of Faerun" by Baker, Ronny, and Stout (2005) are a much more detailed books on the subject.

    The advantage of "Grand History..." is the updated timeline current with the latest novels, a few good ancient maps, and some timelines for local regions.


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Posted in Roleplaying Games (Sunday, October 12, 2008)

By Wizards of the Coast. The regular list price is $9.95. Sells new for $5.59. There are some available for $5.79.
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5 comments about Fane of the Forgotten Gods: Dungeon Tiles (D&D Accessory).
  1. I have collected all of the Dungeon Tile sets that Wizards has put out. They are a great aid to the game since they help the DM lay out the adventure better and they greatly aid the players in getting true perspective on the areas. I have given these sets 5 stars in the past but have to give this one a 4. The reason is that after several sets they really should be trying for something different. With 4th Edition D & D at the printer, a wider variety of tiles would help round out the game before the big release in June. Aside from a few triangular rooms and odd shaped hallways, there is really nothing new here. Still very much worth the price but they should really endeavor to vary their products.


  2. This was my first set of Dungeon Tiles, and will not be my last. The tiles themselves are very sturdy, so they should last a long time. Since the battle grid is pre-printed on each one, they are ready to play out of the pack. Using these tiles takes about the same amount of time as drawing a dungeon outline on a dry erase board, but they look much better. Plus, no messy erasing! Just pick up the tiles as the players move on, and reuse them for new rooms. The art on the tiles is cool, matching up with the theme of the set.

    For gamers that do not play D&D, these tiles are still useful for any game that uses a 1" grid.


  3. Another useful tool in the DM's toolbox. These tiles are nice to have to populate your vanilla dungeon. That said, we've already had crypts and corridors. My next wish is to have more variety of outdoor tiles.


  4. I'm happy with this product, though it's not quite as good as some of Wizards' other Dungeon Tiles releases. As always, the tiles themselves are sturdy and attractive, and I very much enjoyed the new temple-themed tiles in this set. "Fane of the Forgotten Gods" provides more 45-degree angle pieces than any previous set, so if you're trying to build odd-shaped rooms and corridors, "Fane" may give you just what you want. On the other hand, you will probably find it difficult to build an entire dungeon out of just "Fane" pieces, so you should consider this an add-on product rather than a stand-alone set of tiles.


  5. Solid construction and good lamination. Product should last for years of use, barring unforseen beverage spill accidents. Excellent art without being distracting. I appreciate how well the different sets work well with each other.


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Posted in Roleplaying Games (Sunday, October 12, 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 $5.74. There are some available for $5.17.
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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 Roleplaying Games (Sunday, October 12, 2008)

Written by Alan Bligh and Owen Barnes and John French and Andy Hall and Tim Huckelbery and Andrew Kenrick and Mike Mason and Sean Schoonmaker and T.S. Luikhart and Robert J. Schwalb. By Fantasy Flight Games. The regular list price is $49.95. Sells new for $32.97.
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No comments about Dark Heresy: The Inquisitor's Handbook (Dark Heresy).



Posted in Roleplaying Games (Sunday, October 12, 2008)

Written by Mike Mcartor and Wesley Schneider. By Wizards of the Coast. The regular list price is $29.95. Sells new for $17.89. There are some available for $17.00.
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5 comments about Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. I really found this book helpful, as the skill tricks can be used for different classes and I tend to play a more tactical based character anyway. I've had an enjoyable time experimenting with many classes using the recommendations from this book and the luck feats are rather entertaining at times.


  2. I was very excited about pre-ordering this book, as it sounded like just the thing for giving sneaky, underhanded spells/feats to sneaky, underhanded characters.

    However, being a scoundrel has nothing to do with being sneaky or underhanded. Or clever. Or...well, anything at all. EVERYONE's a scoundrel, as illustrated by the book's "What is a scoundrel?" section. Darth Vader and Mario (yes, that Mario) are cited as examples.

    This book is full of very similar feats (more often than not, they're just "Choose to re-roll" affairs).

    I would not recommend it.


  3. This book is pretty good. It is unreasonable to expect that every person is going to use every bit of this book. No one has that much time, or that many characters. Unless of course your characters are suicidal and you roll up a new one every session. To me, if you can pick up a supplement book, pluck out a few classes, feats, and some other good information out of it, chances are its a good buy. Especially considering you can bring that to your gaming group and someone else there might like something that you didn't have a use for. The prestige classes are pretty interesting in terms of class abilities, but I wasn't crazy about them. The enrichment material at the front of the book is excellent though, just like the stuff in PHB2. Solid gold for helping you role-play or just concept a character. The feats and skill tricks presented in this book are also good. In my current campaign I play a Scout (from Complete Adventurer) and I like the character a lot. The problem was, I wasn't getting the full statistical output that my character's personality supports. With the feats in this book, I was able to customize my character by multiclassing in some things without losing some of the Scout class ability progression, which let me make the character into who I felt he should be. The book also has many other feats that make it a lot more appealing to multiclass with levels in a Scoundrel-type class. The skill tricks also add a lot of flavor to your character as well as giving them some cool abilities like some feats give, but with the limitation that they can be used once per day. The book isn't all for the Rogue type, though. It has a fair amount of prestige classes and feats and skill tricks for various casters. To name a few, this book contains the Grey Guard prestige class, sort of like a Paladin with less remorse and more freedom of action. It also has a skill trick that lets anyone with 5 ranks in the Heal skill heal some damage when they stabilize. All in all, I won't use everything in this book, but I will use a good amount of it and it is likely that some of my other players will, too.


  4. I have every "Complete" except CChampion. This is one of the best ones there is...great buy! If you liked C. Adventurer you will like this too. The skill tricks introduce a great new option to the game (spend skill points to get mini-feats).

    There is even enough stuff for spellcasters in here for it to be worth the money. If you like playing anything remotely scoundrelish (no matter what class), you will benefit from this book.


  5. Really well done.This product gives the players interested in playing rogues some great options and extra uses for skills for all classes.New prestige classes and core classes,spells,and items.


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Posted in Roleplaying Games (Sunday, October 12, 2008)

Written by Ed Bonny and Skip Williams and Jeff Grubb and Rich Redman and Steve Winter. By Wizards of the Coast. The regular list price is $34.95. Sells new for $9.50. There are some available for $9.95.
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5 comments about Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement).
  1. A good book for its time, but DMs should take note that this book is dated. Monster description blocks are not 3.5 compliant. This means that the monster's Base Attack Bonus is not clearly listed, nor is the Grapple bonus (although most Swallow Whole descriptions define this variable). Also, Damage Reduction has changed significantly, so be prepared to make some on-the-fly adjustments. Otherwise I would say that this book is very usable at all levels.


  2. Some interesting new entries in the D20 universe such as the infamous gem dragons :) but the format is still 3.0e and starting to show its age, very difficult to use any of the LA's PC possible entries...

    Save this purchase for last for the completisits out there after you have the MM, MMIII, and fiend folio in your collection. Actually after that I would probably recomend others still before the MMII, notably the advanced bestiary from green ronin which contains more interesting and up to date material than the aged MMII here.



  3. When I first got the book in the mail I was a TINY bit disappointed in the size, expecting a book the size of the Monster Manual 1, but when I looked through I was presently surprised. It has some very interesting new creatures (Dinosaurs, Gem Dragons, and Phoenix caught by eye when fist browsing over the Table of Contents) and the layout is great. A perfect amount of tables, neat spacing, and beautiful pictures make the book easy and fun to pick out monsters or look through when your bored. Though it does pull slightly away from the "old school" fantasy setting of goblins, orcs, knolls etcetera, it's a great book for DMs that want to make campaigns more interesting and for players intrigued by cool new monsters.


  4. this book is very god because it has creative monsters in it. And also a lot of templents. Well worth the price.


  5. As with most Monster Manuals, the larger more creatures you have at your finger tips, the easier it is to keep your players challenged and keep the game fun with a variety of opponents.


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Posted in Roleplaying Games (Sunday, October 12, 2008)

Written by David Noonan. By Wizards of the Coast. The regular list price is $34.95. Sells new for $14.33. There are some available for $14.75.
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Purchase Information
5 comments about Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. When I originally heard about this book, I was worried. I thought about how poorly they made Dungeon Master's Guide 2. However, this book turned out great! They added some great new classes and prestige classes. They really add to the game.

    One thing that's really nice is that it's not needed, but it just adds a couple new dimensions to the game.

    I will admit that I'm a sucker for more options and variant rules, so you should check this book out before you buy it. You might not think some of the additions are worth it.


  2. This book is a very nice complement for creating your D&D character, specially for the new feats.


  3. Much like the dungeon masters guide 2, the Players Handbook 2 (in my opinion) should've been produced first. The manual covers all kinds of logical ways for beginners to create wonderful characters and is an excellent buy for anyone who is interested in a good read along with learning the 3.5 system. Again, it's my feeling that Wizards was under pressure to publish a manual addressing game mechanics & rules right away to allow for a product to be on the shelf. The Players Handbook 2 for sure picks up for what was lost in the first manual and also contains a few more rulings (more like house rule introductions). Well worth the money and well worth the read. For any one who's never played D&D before, they should read the PHB2 first and have the first manual on hand for reference and cross comparisons.


  4. The 4th edition of D&D is out in 2008... that'll make these books officially obsolete... I see no need to buy this book now.. if anyone you wanna play with already has this.. they'll lend it to you.. expecially if you agree to be the one in the group that gets a 4th edition book...


  5. Our group continues to find uses for the material in this book. Our parties Ftr loves it (as would be obvious to anyone that reviews the feats in here), and the DM is constantly using the classes and spells in here.

    The new starting packages for old classes is good stuff too. Only a few easily corrected balance problems.

    Good stuff.


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Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Dungeons & Dragons Premium Dice (D&D Accessory)
The World of Darkness
Grand History of the Realms (Forgotten Realms)
Fane of the Forgotten Gods: Dungeon Tiles (D&D Accessory)
Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Dark Heresy: The Inquisitor's Handbook (Dark Heresy)
Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)
Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

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Last updated: Sun Oct 12 18:59:33 EDT 2008