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ROLEPLAYING GAMES BOOKS
Posted in Roleplaying Games (Tuesday, October 7, 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 (Tuesday, October 7, 2008)
By Wizards of the Coast.
The regular list price is $14.99.
Sells new for $10.19.
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No comments about Demonweb: A D&D Miniatures Booster Expansion (D&D Miniatures Product).
Posted in Roleplaying Games (Tuesday, October 7, 2008)
Written by Wizards Of The Coast. By Wizards of the Coast.
The regular list price is $34.95.
Sells new for $17.22.
There are some available for $16.50.
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5 comments about Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
- no monsters in there worth buying the book.
Stick with the first monster manual.
- This book covers the holes in the Monster Manual. With these two books you are set for a solid D&D game. It is heavy on the Eberron and Forgotten Realms stuff though. If you have a lot of Eberron books you will probably feel a little gypped at the reuse of material.
- There are many imaginative creatures within the MMIII and I have enjoyed using the new Lizardfolk and Voidminded Creatures. Having more creatures for your adventures is always helpful to keep your players challenged but this book suffers from one major problem. The creatures tend to be under rated and therefore can be extremely deadly if you use the CR ratings in the book to balance your fights. Easily overcomed if you take the time to review the creatures you are using to make sure they fit what you have planned.
- I found the Monster Manual III to be a useful tool in my D&D book collection. Many new monsters, friend and foe alike, can be found within the 224 pages. However, a great deal of the monsters that grace the material are of the outsider/demon/devil types, or are undead. There are quite a few more creepy crawlers too. Any DM who is tired of the same old encounter will find Monster Manual III to be an enjoyable reference.
- Wizards is really scraping the barrel with this one. Wizards has obviously run out of ORIGINAL ideas. It's like a bunch of guys got together in a room, smoked allot of pot and just threw together a bunch of chracteristics from other monsters and combined them into one monster. I can't believe people pay for this **it When are people going to THINK for themselves. Wizards does not own D&D. The people who play it do. The game was finished decades ago. Every reiteration is just money for Wizards. Wizards is in it for the PROFIT. If a pile of steaming dog **it on a plate could be sold for profit they would do it. Wake up!
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Posted in Roleplaying Games (Tuesday, October 7, 2008)
Written by Joseph Adler. By O'Reilly Media, Inc..
The regular list price is $24.99.
Sells new for $6.99.
There are some available for $3.43.
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5 comments about Baseball Hacks: Tips & Tools for Analyzing and Winning with Statistics (Hacks).
- I recently purchased this book hoping to be able to apply some of my recent work-related statistics training to baseball stats. It promises step-by-step instructions that 'anyone' can follow. While the instructions are step-by-step, if you have no computer experience outside of Windows (like me) you will almost certainly be frustrated very early on.
My first hiccup was in hack #10, step 4, in which the author jumps to using Unix commands without mentioning that fact. Fortunately, I have a friend familiar with both Unix and MySQL who was able to get me through that particular hack by installing a GUI and importing the files through it. For those who are stumped on that particular step, jump to hack #18, install a GUI, and import the DataBank files as a script using the Query Editor.
I haven't proceeded much farther in the book, largely because I can already see the frustration to come from fumbling my way through Perl. The author gives very rudimentary instructions in the language, followed by more 'easy to use' scripts. The problem is the scripts are based on filenames and information that is more than a year out of date. This will require editing the scripts, something a programming illiterate such as myself will find challenging at best.
So after all these complaints, why did I still rate the book a 3? Because I'm trying to be fair. I've read through the rest of the book without trying to apply anything, and if you are at least familiar with MySQL, Unix, and Perl you'll probably get a lot out of it. The tools presented appear to be very powerful. Also, since I'm familiar with Access, the hacks for using it have been helpful. Unfortunately, the instructions in the book assume a basic level of programming knowledge on the part of the reader, despite the author's contention that they do not. If you can't tell a Unix prompt from a DOS prompt, this book is not the answer to your stat-processing prayers.
- This book is uniquely geared toward the database-literate and technology-literate baseball fan. The author shows all kinds of ways to gather free baseball statistics over the Internet, load them into databases, and then to build reports and queries against them. If this sounds even vaguely interesting to you, this book will entertain you for hours - and it might help you with your fantasy baseball picks, too.
The book contains 75 hacks to help you acquire and analyze baseball statistics. O'Reilly publishes a whole series of hacks books and in this context, a hack is basically a solution to a problem. It is an idea or piece of code that can be used to further your understanding and knowledge of baseball. If you follow the daily baseball box scores, review historical statistics, or play fantasy baseball, you will definitely enjoy these hacks.
If you are a new baseball fan that likes the game but is befuddled by all the terms and statistics thrown around, Baseball Hacks can help. Even some long-term baseball fans don't understand things like slugging average, OPS, or DIPS. But Baseball Hacks explains them and how to derive them.
If you are an open source proponent, and a baseball fan, you'll definitely want to take advantage of hack #10, which shows you how to get a MySQL database of player and team statistics. Rather use Microsoft Access? You'll want hack #9.
Really. Baseball Hacks is a great book for the database/baseball nerd in all of us. If you are looking for a way to merge your profession with a hobby, look no further than picking up a copy of Baseball Hacks.
- This book takes a fairly different approach to baseball statistics. The author goes thru and explains most all of the newer statistics. The real meat of this work is teaching the reader how to build his or her own data bases free of charge by importing information from various websites. My sense is that to really benefit from the data base aspects the reader must have a pretty good acumen for dealing with computer programing. Even though the author provides precise step by step help with codes. Still, I would say most baseball fans who enjoy statistics will benefit from this.
- Baseball Hacks: Tips & Tools for Analyzing and Winning with Statistics (Hacks), which comes with download able scripts from the O'Reilly site, shows how to do SABR metrics like the big league analysts.
If, like me, you wish to use only the free, or open source, programs on Linux, you are in for significant work. I could not get R, (the statistical analysis program much like S-Plus,) to work under Ubuntu. I was able to get it to work under the SuSE version of Linux. If exploring Baseball Statistics is like the Lewis and Clark expedition, Adler is your Pocohantuas!
What satisfaction comes from comparing baseball intuition with computerized analysis of the vast databases of baseball statistics! The American economy would be much more efficient if lessons from Baseball Hacks were applied to enterprise management.
- You have to be a programmer to do much with the code in this book. There is no robust system to download you can just run. However, it goes beyond programming and has a lot of explanations of advanced baseball statistics. Mostly historical statistics such as "Was Barry Bond's better then Babe Ruth and how do we use statistics to tell?". The world could stand to have a few more books involving baseball and programming.
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Posted in Roleplaying Games (Tuesday, October 7, 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 $6.75.
There are some available for $6.83.
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5 comments about Heroes of Horror (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
- This book has some useful ideas but nothing really great in my opinion. I do have better Ravenloft material concerning horror campaigns.
- 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.
- 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.
- I added some of the ideas in this book to our campain, and the players love it.
- 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 (Tuesday, October 7, 2008)
Written by Ari Marmell and Skip Williams. By Wizards of the Coast.
The regular list price is $29.95.
Sells new for $10.98.
There are some available for $10.91.
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5 comments about Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
- 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.
- This book really enhances the D & D system. It gives the various arcane classes alternatives on how they came into their abilities
- 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.
- 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.
- $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 (Tuesday, October 7, 2008)
Written by Wizards RPG Team. By Wizards of the Coast.
The regular list price is $39.95.
Sells new for $26.37.
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No comments about Star Wars: Scum and Villainy: A Star Wars Roleplaying Game Supplement (Star Wars Roleplaying Game).
Posted in Roleplaying Games (Tuesday, October 7, 2008)
Written by Stephen Dipesa and Matthew McFarland and John Newman and Alex Scokel and Geoff Skellams. By White Wolf Publishing.
The regular list price is $24.99.
Sells new for $16.49.
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No comments about Changeling Night Horrors: Grim Fears (Changeling).
Posted in Roleplaying Games (Tuesday, October 7, 2008)
Written by Graham McNeill. By Black Library.
The regular list price is $19.99.
Sells new for $11.97.
There are some available for $10.25.
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5 comments about Imperial Munitorum Manual (Warhammer 40, 000).
- Not a bad product, but really not something anyone who does Warhammer 40K needs or would really want, unless you are a fanatic. I probably will not keep it.
- The munitorium manual, written in the style of an army field manual, is a dossier of the history of the Guard and the Imperial Army, and includes decent descriptions of a Guardsmans equipment and weaponry. Its a nice addition for fluff fanatics, and a good intro to the IG universe if you have a friend whos interested in playing a Guard in the new 40k RPG. Aside from those two niche groups, this book won't find much purchase anywhere else. The paperwork section and crimes and punishments are also entertaining.
- This was a fun little book, a great companion for the Imperial Infantryman's Uplifting Primer but I'm deducting stars because it lacked a coherent and authentic narrative voice. While much of it was as offious as I would have expected, some of it had the wrong tone for a Departmento Munitorum bureaucrat. One minute it would be providing a dispassionate run down of impossibly harsh punishments for the slightest infraction and the next talking about something completely unofficial that simply would not have made it into the final text (and would probably have resulted in one or more of the punishments previously described being performed on the author himself). The metals section was the worst with this.
Adding the "inside baseball" comments by way of marginalia (presumably added by an Imperial Guard supply officer with less respect for the rules laid out in the main text than the author of that main text) would have improved the authenticity of the book.
If you liked the Imperial Infantryman's Uplifitng Primer or just can't get enough Warhammer 40k fluff (and those categories almost certainly fully overlap) pick this up. There's no reason to buy it otherwise.
- Every now and then a W40K novel mentions the manuals. Normally it is during a narration, where Readers see (or "hear") an officer's thoughts as s/he dwells on duties or regulations. But have you ever stopped to wonder exactly what was in those manuals? Better yet, did you ever wish you could actually have one of them? Here is your chance. This is the "revised edition of the first published 945.M41". It begins with a preface by Seward Rosencraz, Chancellor of the Estate Imperium, followed by a Logistical Officer's Chain of Command. The contents of this manual, in my own words, are as follow:
Part One - History and procedures.
Part Two - Regiments, Raising and Structure, Supply Needs, Shipping of Equipment for the Cadian 91st (Sentinels).
Part Three - Requesting of Equipment. (This section even mentions "the wholesome and nutritious" victuals supplied.)
Part Four - Care and Maintenance of Equipment, Unauthorized Modifications, Procedures and Punishments for Laxity in Maintenance.
Part Five - Identification of the items for front line troopers.
Part Six - Identification of the weapons for front line troopers.
Part Seven - Identification of the items issued to support platoons and squads.
Part Eight - Identification of the items issued to senior officers and specialist personnel.
Part Nine - A selection of forms for the many and varied situations likely to arise and how to deal with them.
Of course, no Imperial manual would be complete without some extra sections to inform troopers about famous people (a few paintings are illustrated), badges and insignia (each clearly shown and told why there are given to select heroes), and even the guidelines for calling in a fire mission. More than once the manual stresses that the maps enclosed must not fall into unauthorized hands, so soldiers (uh, readers) must keep this manual safe. And above all remember the motto of the Departmento Munitorum: "Only the awkward question; only the foolish ask twice."
***** I really enjoy how realistic the author, Graham McNeill, made this manual. I would not be surprised at all to learn that most W40K authors keep this gem close by as they create their stories, for quick and easy reference. Littered throughout the manual are the quotes all W40K fans know by heart (and, I admit, use in conversations with family members and friends in the military) such as: "Ammunition isn't free - make your shots count!" Even the texture, color, and shape of the manual are realistic. (So much so that if you are in the military and have this in your locker, at first [and second] glance it looks like it belongs there.) Outstanding! *****
Reviewed by Detra Fitch of Huntress Reviews.
- I just got mine today (I was pleasantly surprised, it arrived five days early), and I've already read through it. It's a wonderfully written book, Graham McNeil is probably the best WH40K author out there. The garish, arrogent, over-the-top writing style is a perfect fit for the similarly styled Imperium of Man, and the pictures and codes add to the realism of a real requisition booklet. I'll be adding this to my collection of great WH40K books, and would encourage other avid fans to do the same!
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Posted in Roleplaying Games (Tuesday, October 7, 2008)
Written by Brian R. James and Ed Greenwood. By Wizards of the Coast.
The regular list price is $29.95.
Sells new for $16.86.
There are some available for $14.74.
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5 comments about Grand History of the Realms (Forgotten Realms).
- 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.
- 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!!!
- 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).
- 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.
- 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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Dark Heresy: The Inquisitor's Handbook (Dark Heresy)
Demonweb: A D&D Miniatures Booster Expansion (D&D Miniatures Product)
Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Baseball Hacks: Tips & Tools for Analyzing and Winning with Statistics (Hacks)
Heroes of Horror (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Star Wars: Scum and Villainy: A Star Wars Roleplaying Game Supplement (Star Wars Roleplaying Game)
Changeling Night Horrors: Grim Fears (Changeling)
Imperial Munitorum Manual (Warhammer 40, 000)
Grand History of the Realms (Forgotten Realms)
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