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ROLEPLAYING GAMES BOOKS

Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Bill Slavicsek and Jeff Grubb and Rich Redman. By Wizards of the Coast. The regular list price is $39.95. Sells new for $10.74. There are some available for $8.99.
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5 comments about d20 Modern Roleplaying Game: Core Rulebook.
  1. I've always been a fan of the Dungeons & Dragons type games, so when I saw the d20 Modern, I couldn't help myself. Overall, I'd say it's a good perchace, though it does leave some to be desired, and can be confusing if you don't have enough base knowlege in traditional D&D rules.

    It does a good job of keeping the weaponry balanced, and allowing tactics that are used modern-day (dropping prone, darting from cover to cover, et cetera) to be used with realistic efficiency, which I find satisfing.

    However, the fact that the Player's Handbook, DM's Guide, and Monster Manual are all compressed into one book means that naturaly some depth had to be sacrificed. Its combat section, while it covers most key points, has only breif mention of many rules. This came up once in a session, and I ended up having to make an ad hoc ruling because I couldn't find the rule. This was a combination of a confusing index which isn't as thorough as those in the traditional D&D books and the sometimes as short as two-line mentions of a rule that can be crucial in a firefight. The only other issue is that the GM's (Game Master, as opposed to Dungeon Master in the tradittional D&D game) guide doesn't specify what to do with characters over 20th level. This is an example of where you'd need a fair traditional D&D base to know what to do, and even then you still have to make a fair number of ad hoc rulings to keep the game balanced and going.

    However, these are perhaps the only shortcoming I can name. Its advanced class system (A quicker version of "presteige classes") is very fun, and its action point system (In wich you are allocated a set number of "action points" per level, and can one to increase the results of a d20 roll) adds something interesting to the mix. The modern skills temper all of the above by letting the players do things in as roundabout or direct of a way as they wish, which is something we all find entertaining.

    In short, I would say that while it leaves some to be desired, the d20 Modern Role Playing Game book is a good buy for a D&D fan who always wanted to roam around fighting crime or evil, stealing just for the heck of it, enganging in high-stakes industrial espianouge, or otherwise have a heck of a time doing things you could never get away with in real life.


  2. Very well written and easy to understand, but the Ideas within are of the complexity needed to run a fully encompassing campaign. There are even pre-rolled baddies and other monsters to facilitate the GM in quick creation of quests and different areas in an already going quest.


  3. I won't repeat anything others have said, instead I will just add my views that aren't similar. Overall I love d20 Modern. with my only real problem being that many (or even most) of the monsters are slightly or in some cases vastly different than their D&D counterparts. For example, in D&D a "natural" werewolf gets a +2 Wis in human form, then in their wolf and hybrid forms they get the stat bonuses of the wolf form, plus two claw attacks and a secondary bite attack, and pass on the curse of lycanthropy with their bite attack. They have low-light vision and scent in all forms. Finally, they have 10/silver damage reduction with magical weapons NOT bypassing unless they are silver. The 'afflicted" werewolf gets all of the above, except his damage reduction is only 5/silver and he does NOT pass on the curse via his bite. In the d20 Modern version, the werewolf gets +2 Wis and +4 Con in human form, then the rest of the stats are added in the wolf and hybrid form. They do NOT get the claw attacks, they only get a bite as a primary attack. The "Curse of Lycanthropy" is a feature of both natural and afflicted. Furthermore, instead of low-light vision they have darkvision 60 feet, and their scent ability is only in hybrid and wolf forms, damage reduction is 15/silver or magical. So, they end up more powerful in some ways, but less powerful in other ways, with the justification being that magic is rarer in d20 modern, therefore monsters must be less powerful, but honestly, I prefer the 3.5 D&D werewolf to the one in the d20 modern book. Another example is that in standard D&D a drow can cast darkness once per day, this ability is removed from d20 Modern drow.


  4. Before I get to the review, here's a short description of my previous Pencil and Paper RPG experiences: I started out in 2001 with Dungeons and Dragons third edition, as well as RIFTS. I eventually continued onto Dungeons and Dragons edition 3.5 and Shadowrun.

    Now, onto d20 Modern itself:

    I had first learned of the book in late 2003, but I only glanced at it briefly and brushed it off as "inferior" to D&D.

    How wrong I was.

    After seeing the d20 Modern website in early 2005, and actually taking the time to examine what the system could handle and replicate, I re-read the Core Rulebook and was thoroughly pleased.

    ---

    For starters, Modern differs from it's predecessor enough that even veterans of D&D will have some new rules to learn.

    Character classes (a representation of experience in a variety of life paths) are not narrowly defined terms such as "Fighter" or "Rogue", but rather, they are based off of the six main attributes all characters have - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

    The Strong Hero class represents physical training to exert more damage in melee combat, as well as training in athletic pursuits (climbing, jumping, swimming)

    The Fast Hero class represents physical training to become more agile and capable of avoiding incoming danger, as well as training in ranged combat and stealthy pursuits (hiding, moving silently, sleight of hand)

    The Tough Hero class represents physical training to withstand more punishment from the environment and recovering from injury quickly, as well as training to resist poisons, disease and keeping one's body focused (concentrating)

    The Smart Hero class represents mental training to pick up on a wide variety of academic and technical skills to be prepared for any situation that calls for book smarts, as well as training to outsmart one's enemy in combat (crafting, knowledge)

    The Dedicated Hero class represents mental training to be in tune with one's surroundings, aware of danger, able to ferret out deception, as well as training to be well versed in a wide variety of pursuits (listening, sensing motive, treating injuries)

    The Charismatic Hero class represents mental training to become likeable or frightening to others, and one that movies through social circles with ease, as well as training to command others in conflict (diplomacy, intimidation, gathering information, inspiration)

    In addition to the six basic classes above, there are twelve "Advanced Classes" that focus more on one aspect of a character, such as the Soldier class for general combat excellence, or the Field Medic, for the ability to work miracles and heal the mortally wounded.

    Each class has ten levels of progression, and each character can achieve up to twenty levels through their journey. Therefore, you will inevitably come to a point where you must take one or more levels in a variety of classes.

    For example, a boxer would typically be a Strong Hero / Tough Hero. Or, for one that is speedy and dodges well, they may be a Fast Hero / Strong Hero instead.

    Want a scout? A Fast Hero / Dedicated Hero is ideal.

    Or are you more of a highly intelligent smooth talker? Smart Hero / Charismatic Hero.

    Did your character serve in the Marines, but is now a Detective? Tough Hero / Dedicated Hero / Investigator.

    ---

    Asides from the classes, there are Occupations such as Academic, Law Enforcement and Technician - sets of permanent skills and a wealth increase, Feats - special abilities any character can eventually learn, and Skills - training anyone can pick up on. Most any character concept you can imagine, you can create.

    Equipment - Outfit your character with everything from Desert Eagles, to PSG-1 sniper rifles, to mesh vests, to electrical tool kits and even a BMW M3 to carry all that gear around.

    Admittedly there are some problem areas: non-lethal damage (knocking out opponents) is horribly ineffective and not worth it as-is. But with a house-rule (change to the rules as is) or two, you won't have any problems.

    Finally, the book itself is well made. The binding is solid, the cover is durable and the pages are of a high quality stock.

    All in all, d20 Modern is an extensive and engaging game sure to bring many hours worth of cinematic fun to you and your friends.


  5. This d20 book, incrast to other books of the d20 persuasion is realy quite good, because it gives the user/GM an easy, bare-boned account on how to make a very interesting campaign for a modern setting. I disagree heartily with the idea that d20 modern is a way to imitate modern thrillers, movies and action adventures. The book is too goord for that. This a very well-put-together rpg system that seems, to me, an OK redating of the now historic Dungeons and Dragons game. Actually, the interface and mechanics of the game are so similar to DnD 2-3, that it is attractive to both old DnD players and new players of rpg's. As with other Wizard's books, this book is merely the tip of the iceburg and GM and his/her players may wish to buy up to $100 of more books to supplement this one. The saving factor f this game is its relative depth of content in just one book. If you like d20 systems, this is a good start for you. If you like, however, cyber-punk, space travel or even alien races, this gamessuffers a lack of those things. Unfortunately, I highly recommend this book for lovers of d20 systems, this book (and the entire d20 modern series) will be almost priceless. On the other hand, this game is not good for cyber-punk or traditional "SF" role-playing." The series (or just this book) just doesn't provide a systems that can be used for cyber-punk (Call of Cthulhu)), science fiction/fantasy. I just felt that the book, like all of the books in the series. Dn't get me wrong. The system is goiod, but the game seems to be written for White Anglo Saxon rich kids. In a way, I seriously wish that D20 modern had provided a way to role play characters who are not rich, white or human. That is why I write the one star.


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Ethan Skemp. By White Wolf Publishing. The regular list price is $27.99. Sells new for $17.76. There are some available for $17.42.
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2 comments about Changeling Equinox Road (Changeling).
  1. This supplement was meant to be Changeling's 'endgame' book, dealing with high Wyrd, Arcadia, even the True Fae themselves. Fortunately, due to popularity (and high sales) White Wolf is going to be giving us a couple more Changeling books, but 'Equinox Road' still stands out as a spectacular book. So, what is it about, you ask? Pretty much exactly what I said - high power level, game-ending type stuff.

    The first chapter covers the mechanics of playing and/or running really high level Changeling characters. Amongst other things, it includes the benefits and drawbacks of high Wyrd (Wyrd 7-8), with write-ups for each Seeming and Kith. It also includes a number of Merits exclusive to high Wyrd Changelings, and there are rules for forging new Contracts (which includes the sample Contracts of Reflection, for demonstration). The section closes out with a look at some elite Entitlements, like the Charmed Circle (nobles amongst nobility), Knights of the Widow's Walk (the ULTIMATE Changeling spies) and the Office of the Vizier Counsel (Wyrd-touched advisors). These Entitlements are quite powerful, offering multiple benefits to membership, but then, they ARE elite. All in all, an essential section for high power-level games.

    The next section is more about Storytelling. It provides a rather short, but precise, overview of making a game both interesting and enjoyable to players. Although it might seem sort of basic, its good review even for veteran Storytellers. At the very least, a good dose of inspiration. On a more tangible level, this chapter also provides some rules for cross-over with Vampire, Werewolf, Mage, Promethean and even Hunter. It does not answer the infamous question about whether Mage's Arcadia and Changeling's Arcadia are one and the same, but gives options for both.

    Following this is a surprising, but much needed, section detailing the True Fae themselves. Obviously this chapter is definitely off-limits to players, or at least should be. It gives details on running the True Fae, their interactions with other Fae, and even how to destroy them! Some real nice surprises here. It also provides rules for creating Actor, Realm, Prop or Wisp incarnations of the Fae. More down to earth, as it were, it also gives some details on the various 'realms' of Arcadia, and rules for Enchanted and Fae-Touched humans... that is to say, humans who went to Arcadia and came back without quite being Changelings. Chapter Four continues with a sort of guide to Arcadia and it's denizens for the ST.

    Oh, and as an added bonus, the appendix at the end of the book gives rules for the Game of Immortals - including rules for running the True Fae as PCs and using their battles over Titles for a game. My group hasn't had a chance to run this yet, but it looks like a very enjoyable (and different) approach to Changeling. Certainly not something anyone was expecting. But over all, this is an excellent book, quite essential if you plan on running games of this sort of power level. Alot of the material is for ST eyes only, in my opinion, and very open to interpretation, but if you have a good gaming group this shouldn't be a problem. At the very least, it does much to enrich any existing Changeling game, even if much of the material doesn't come in until later in a chronicle (unless, of course, your starting out with True Fae as characters).


  2. This book is geared towards higher powered games, overall I give this book 5 stars because it is well writen and can add tons of fun to your lost game.


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Ari Marmell and Skip Williams. By Wizards of the Coast. The regular list price is $29.95. Sells new for $14.87. There are some available for $14.88.
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5 comments about Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. Reading the first chapter, I was pleasantly surprised to see how the fundamentals are laid down; a quick overview of the differences between arcane magic, divine and innate magic. Then some slightly more in depth than Player's Guide articles on the various spellschools and finally very nice to read the various archetypes. I especially liked the miniguides that accompanied the archetypes, which explain why you should or shouldn't select certain spells or feats. Very nice for me anyway, because I'm not too experienced and the thought processes described really helped me think for myself.

    An intriguing chapter 2 'Character Options' has a section 'Alternative Class Features' which describes how you can modify and augment some specific class. For example there's an alternative class feature called 'Spell Sense' for barbarians or rogues that allows you to swap the trap sense class features for an extra dodge bonus to your AC against spells. It adds some more options for you as player.

    Then there's a section about a new type of feat: the Reserve Feat. Ofcourse the other types are still described - like heritage and tactical feats - and added feats for, but reserve feats are feats that provide secondary effects for spells you carry. For example "Acidic Splatter" allows you to cast a lower level orb of acid as long as you have an 2nd+ level acidic spell available to cast. There are various kinds of secondary effects for different feats way (including traveling plains at will). In addition to this secondary effect, most reserve feats add an extra competence bonus for castingtype-related spells. The general idea behind reserve feats is to be able to use your innate magical potential in more encounters without using your spell slots with every cast. It's like there suddenly many shades of gray between the extremes 'cast a spell' and 'don't cast a spell'. Also, they can't be countered, fail, ignore spell resistance and don't need any components.

    Then there are ofcourse a handful of prestiege classes and a basket full of new spells as well as some items. I won't go into those; you can probably find those reviews anywhere on the Internet already. Plus, I'm not the guy for that anyway.

    Finally there's the chapter for DM's that contains a list of hundred arcane based adventure ideas, and describes various arcane related game facets such as magic item shops, mercenary spellcasters, crafting, creature born of magic experiments and whatnot. In addition, there are the 'magical locations' as treasure, which basically states a magical location somehow made available to the player characters that in itself is the treasure because of the specialness and rewards that come from it. There are a number of predescribed magical locations ready for you to use accompanied by some maps.

    Conclusion:
    All in all, not everything is new and half of the book is the usual fluff. But combined with the various new features and options it makes for a nice book to join your collection. No unusual well writing or rich background history and characterization (though the archetype section does provide some), just straight up information... mostly.


  2. This book really enhances the D & D system. It gives the various arcane classes alternatives on how they came into their abilities


  3. Is really fresh and intresting and the 3 new types of magic are really fun. Indeed a great book, though I still think they should have added rune magic.


  4. I use alot of arce casters as villians and also player charcters. I love some of the prestige classes but the spells are a little weak and the feats are very narroly designed. A good book but it isant at all requried or a must have.


  5. $e is coming, so buying this and thinking you are staying current is a lie. Just buy it if you are sticking with 3.5 till the end and better yet get it used. A lot of people are shedding their 3.5 books because 4e is coming.


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by James Wyatt and Ari Marmell and C.A. Suleiman. By Wizards of the Coast. The regular list price is $29.95. Sells new for $6.43. There are some available for $6.44.
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5 comments about Heroes of Horror (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. This book has some useful ideas but nothing really great in my opinion. I do have better Ravenloft material concerning horror campaigns.


  2. I found this supplement to be one of the best released for D&D in the new millenium. Despite the fact that it's somewhat short, it's worth every penny. All the new base and prestige classes are excellent, but I instantly fell in love with the Dread Necromancer. A necromancer as a base class was long overdo, and the undead transformation is a very cool aspect of the class. If you love D&D and horror or thriller stories, this is a definite buy.


  3. I happened to see this book at a local book store and as a DM/player I thought I would check it out. I am a huge fan of horror and other creepy-crawly things, so this book really helped out my campaigns. The sections that I enjoy the most are the storytelling elements and taint/corruption. I do not like mostly hack'n'slash campaigns, so to do side quests that require thought instead of an axe means I have to come up with new ideas. There are pages of scary situations to put characters in (i.e. your character wakes up for breakfast but is no longer hungry. There is a taste of blood in his mouth.) Taint and corruption are acquired when characters enter a particularly evil area. When a certain number of points of taint/corruption is reached, symptoms appear, such as boils, bleeding, deafness, etc.

    The PC classes are a nice touch, as the Necromancer is long overdue and the Archivist is a nice alternative to the cleric. Prestige classes, new spells, feats, and a couple of monsters round out the book. (I particularly like the Angel of Decay)

    Is it short compared to other titles? Yes. But as many reviewers point out, much of the new Wizards material is filler. Heroes of Horror is lean and mean and gets the job done. Enough of me. Go buy it. Now.


  4. I added some of the ideas in this book to our campain, and the players love it.


  5. I've been running various horror themed tabletop RPGs for over a decade. This book is decent, but lacked a lot of depth about the nature of horror and fear that would benefit people who have never played or written a horror campaign. If you want to learn how to write good horror adventures for a tabletop RPG - go read through the rulebooks for Call of Cthulhu, then read a couple of H.P. Lovecraft's short stories.
    This book gets 3 stars because it is above average quality for a D20 supplement book, and provides a base level of info for someone new to horror - just to get a basic idea. However, any long time veterans of horror rpgs will really only find value in the "specific to D&D" material (new classes, spells, items). To properly WRITE a horror adventure study Call of Cthulhu rulebook (virtually a how-to for writing horror adventures including a lot of the what's and why's) Think of Call of Cthulhu the "phonetics" of horror, while this supplement is more of a simple vocab lesson that becomes much more relevant when you understand WHY its scary, and WHAT can make it scarier - yet still be fun.
    Those new to horror will probably like it since writing for a horror campaign is rather different than the usual D&D style - so this supplement will seem quite informative, fresh, and often inspirational. Once you delve into Lovecraft's writings you will then see a bigger picture, and realise the limited scope of this book. It's really a matter of how good and intense you want your adventures to be.


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Bill Slavicsek and Rich Baker. By For Dummies. The regular list price is $21.99. Sells new for $11.72. There are some available for $11.98.
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5 comments about Dungeons and Dragons 4th Edition For Dummies (For Dummies (Sports & Hobbies)).
  1. The book is almost perfect, i miss ideas for wizard, druids, rangers, paladins, barbarians, bards and monks.

    but i understand the main idea, sorcerer, rogue, cleric and fighters are really easier to play and construct, that's because it is for newbies.


  2. Do not bother with buying this. You don't need it. D&D 4th Edition itself is already Dungeons&Dragons for Dummies, I really don't see the need for something like this.

    3rd Edition for Dummies was necessary, but not this. WotC dumbed down and destroyed so much of what D&D used to be, a 5 year old can play this within 10 minutes.

    Don't bother purchasing the book. Or 4E for that matter.


  3. I was very surprised at how much I was getting with this item. The book to explain the book is 100 pages longer then what it was supposed to explain, and used mostly the same words to do it. A very worthwhile investment if you have money and time to waste.


  4. No surprises here. The book focuses on stuff a beginning player just learning the basics needs to know. Only a handful of races are covered in detail. Others, such as the Dragonborn, are mentioned as existing but the book provides no pointers and does not discuss their relative merits. The classes section only covers the four basics: Fighter, Rogue, Cleric, Wizard. There are sidebars that admit that other classes exist, but that is all you get. It is fairly obvious that space was not the reason the content is so skimpy; if you flip through the book you will see a high ratio of white to black: Wide margins and lots of blank spaces that could have contained text.

    So surprises on authors' recommendations for feat and power selection either; it is more or less what you would choose anyway if you have read the rules and know how they work.

    By the way, if you are confused about reviewers who are mentioning the sorcerer or druid, it is because they are reviewing the 3.5 version of this book and posting where the 4th edition book is being discussed.


  5. it should read .. Dungeons and Dragons (4th edition) IS for dummies. the reason there is nothing about role playing in this book is because 4th edition D&D isnt a role playing game (even less than third) it should be called D&D GOD-Power edition (the MMO for your tabletop) by WOTC .. no longer a role playing game, but now just a Fantasy game. if you buy this book .. realize that you are about to step into a world that is NOT D&D
    but something that mocks it.


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Bruce R. Cordell and James Wyatt. By Wizards of the Coast. The regular list price is $34.95. Sells new for $5.57. There are some available for $7.52.
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5 comments about Expedition to Castle Ravenloft (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. The overall story and possibilities of game play are tremendous in this book, however actually using the encounters is extremely difficult. First, there are monsters from various sources. It would have been nice if the book told you which books they came from. This also includes feats and prestige classes. Next, the encounters are hard to follow. You have to flip back and forth between the area description and the encounter descriptions which could be 20 pages apart. Also, the maps do not flow well. It is often hard to figure out where a character ends up when they go up or down a stairwell. The maps are not clear. A large poster map would have been much better. For running the adventure, the book is rather mediocre, but for future or outside stories and the feel of the original, it does a pretty decent job. There should have been a better description of taint and depravity, as it would be a great addition and players and DMs may not have access to or familiarity with the Heroes of Horror supplement.


  2. This is a very good adventure. It does not rival the original in terms of atmosphere but is a really nice 3.5 adaptation, with lots of new material also.
    It is a much better work than the first revision of the original Ravenloft (House of Strahd for the 2nd Edition).
    My only complain with this book is that it does not contain a full map of the Castle as in the original and the earlier version. Since this book even mentions that one of the groundbreaking features in the original Ravenloft was the classic Castle Ravenloft map, I would expect that it would contain a full two-page map of the Castle. It does not, though. It only contains small maps of each level, so you never get to see the Castle in all its glory. For me, it does not present a great problem since I own both the original Ravenloft and House of Strahd, but I would expect that it detracts from the adventure for people who only have this book.
    Other than that, it is really surprisingly good.
    It won't get 5 stars, in my opinion, because of the map issue.


  3. This is an incredible adventure. Normally I am a little hesitant to buy a pre-made adventure, but this one is worth every cent. The new format in this book is a very handy feature, providing everything you need to know about the encounter in two pages. Wonderful formatting and maps. This is such a customizable adventure that it fits anywhere. It is reccomended that you buy Three Dragon Ante (Dungeon & Dragons) as well, because there is one part that these could be used. If you don't want to buy this, ordinary playing cards work just as well.

    From the story aspect, this has an interesting plot. The adventure can be played multiple times with PCs finding out more things every time.

    I look forward to more Expedition books!


  4. First off, I must give WTOC a big round of applause for this module format. I typically run home-grown stuff, but with a demanding career I haven't had the time to prepare much in the way of a good game. As a result, we haven't gamed as much as I would like.

    With the addition of this adventure to my library I have been able to read this while on a plane, and be prepared to run it when I land. The encounter pages are laid out BEAUTIFULLY, I love the stat blocks, and the maps/visuals are to die for.

    I HIGHLY recommend this module for anyone having difficulty finding the time to prepare!


  5. If your a dm and haven't ever visited Castle Ravenloft then you owe it to yourself to pick up a copy of this book. It is an amazing epic quest that can fill up your campaign for months are even years depending on how often your group plays are how in depth they are at searching everything and looking everywhere. Don't just excuse this as a horror campaign because while it has horror elements (vampires, werewolves, witches..etc.) its still a fantasy campaign at its heart and has one of the most memorable villians in dnd history. The quest leaves no stone unturned and features some of the best artwork and design ideas that i have seen in a quest. I normally run my own quests but back in the day i used to spend quite amount of time in the domains of dread, but i really hated the updated ravenloft setting that came out a while back. This is not a campaign setting and is an official wizards release with full color artwork, maps, and can easily be turned into a setting with just castle ravenloft and the surrounding areas. I am very happy to back in Ravenloft (the true ravenloft) and i'm willing to bet your gaming group will share my excitement right up until they face strahd himself. Great product. I'm looking forward to the expedition to castle greyhawk and I'm hoping it is just as great as this one.


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Keith Baker and Bill Slavicsek and James Wyatt. By Wizards of the Coast. The regular list price is $39.95. Sells new for $8.50. There are some available for $6.00.
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5 comments about Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. I run a D&D campaign set in Eberron, and of course this book is essential. It is very interesting, with a lot of good flavor material, and some decent additions to the rules (the new races are fun). One warning (this probably applies to all the Eberron source books): The backround information is very vague. Many things are hinted at, but rarely are they revealed in any detail. This is not neccesarily a bad thing. I like it because it releases me to invent whatever I want (without fear of contradiction by a player who has more time to study sourcebooks than me), and really make the setting my own. However, it is probably good to keep this in mind when you are considering buying this book.
    Eberron is not The Forgotten Realms. You will not find reams of material on every obscure location and character.
    The style of Eberron suits me very well, as it is quite conducive to plot oriented campaigns.

    As for the book itself, it is well made and sturdy. Not a lot of typos, the illustrations are pretty good, better than a lot of Wizards books, but still a little inconsistent.


  2. This is a great setting. It's very easy to get involved in Eberron, and there is just enough to play in such a vast world. The new races are very attractive and fun, and the personality of the world is very interesting. Since I play Eberron, adventures just got more fun. Of course, you don't need this material to take your players through amazing locations, jungles filled with ancient secrets and mysterious enemy lands, but this book will surly put you up to it.


  3. The Ebberon campaign setting for the Dungeons & Dragons game system brings players into a new world. This is no backwoods medieval period setting. This is technology married to magic, and twisting plots. this is a world where the "normal" rules no longer apply. I highly recomend this book for any Dungeons & Dragons fan who wants something truly new.


  4. Ever since the setting was announced i hated it. I hated the idea of a "steampunk" type setting and i hated the idea that wizards would produce yet another campaign setting and split up there writers even further. I hated the fact there were new overpowered races like the warforged, shifters, and changelings and i hated that the warforged were sentient constructs. In fact i hated that whole idea for the setting.

    Then i bought it and read it. I can now honestly say "I love the Eberron setting." It is like nothing out there. It is new and original and isn't just the same ole greyhawk or forgetten realms. The lands are all interesting and the races are all fun to play. Yes they may be out of place and overpowered in some dnd games but they fit right in with the Eberron theme. It is not a steampunk setting like i thought and is closer to a High magic setting. The artwork and layout are fantastic as well.

    My only complaint was that i didn't buy this book sooner. I waited until it dropped down dirt cheap and picked it up. Now with 4th edition coming in 2weeks I'm not sure when ill find time to delve into the setting. I just know that ill be the first to preorder the 4th edition version when it is released. (that is if 4th doesn't suck, heck ill probably still order the eberron setting even if it does). Great setting. Ranks right up there with Forgotten Realms and i may have to give the edge to Eberron just because it seems more about having fun than FR does. Forgotten realms borders on learning an encyclopedia that is if you want to run a true "FR" game. Good setting and i would recommend it to any dm out there looking for something different.


  5. totally needs to even out its race descriptions...4 pages for warforged...4 paragraphs fer a changling....NOT COOL for a DM with 2 changlings in the party...


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Posted in Roleplaying Games (Saturday, October 11, 2008)

Written by Gwendolyn F.M. Kestrel. By Wizards of the Coast. The regular list price is $34.95. Sells new for $12.89. There are some available for $12.91.
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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 (Saturday, October 11, 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 (Saturday, October 11, 2008)

By Wizards of the Coast. The regular list price is $12.95. Sells new for $6.81. There are some available for $7.58.
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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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d20 Modern Roleplaying Game: Core Rulebook
Changeling Equinox Road (Changeling)
Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Heroes of Horror (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Dungeons and Dragons 4th Edition For Dummies (For Dummies (Sports & Hobbies))
Expedition to Castle Ravenloft (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Grand History of the Realms (Forgotten Realms)
Dungeons & Dragons Premium Dice (D&D Accessory)

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Last updated: Sat Oct 11 23:48:29 EDT 2008