Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • Great product
  • Generally ok, with a few very nice additions
  • Complete Mage: Ok but not great
  • Worth it
  • Good Book
Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Ari Marmell , and Skip Williams
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786939370
Release Date: 2006-10-10

Book Description

Complete Mage
A Player’s Guide to All Things Arcane


Skip Williams Penny Williams
Ari Marmell Kolja Raven Liquette

Arcane Power at Your Fingertips

Every sentient creature is born with some potential to work magic. However, true mastery of arcane magic requires skill, practice, and power beyond the reach of common folk–specifically, the power to harness raw magic and shape it into a desired effect. You are among those gifted few who have learned to channel arcane magic, shaping it to serve your creative or destructive whims.

This D&D® supplement is intended for players and Dungeon Masters. In addition to providing the definitive treatise on arcane magic, it expands the character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen. Herein you’ll find never-before-seen prestige classes, spells and invocations, magic items, alchemical items, heritage feats, and reserve feats (a new type of feat that grants special abilities to those who remain charged with magical power). Alternative class features give other character classes–from the barbarian to the rogue–a little taste of what it’s like to be an arcanist without sacrificing their core identities.


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™

Customer Reviews:

5 out of 5 stars Great product.......2007-09-06

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

4 out of 5 stars Generally ok, with a few very nice additions.......2007-05-13

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.

3 out of 5 stars Complete Mage: Ok but not great.......2007-03-23

Some new spells and feats but a lot is just fluff.

5 out of 5 stars Worth it.......2007-03-22

Sincerely I hoped not too much for this book. There was a Complete Arcane already, and much more about wizards/sorcerers in other books. But it suprised me with some new concept, mostly in the feats section. The reserve feats are good for wizards to add them more "long-term usability" in adventures, and tactical feats have their - albeit more special - uses as well. Some prestige classes are good extensions too (master specialist for example), so all in all its a much better book than I anticipated, maybe better than Complete Arcane was.

4 out of 5 stars Good Book.......2007-02-18

I have to admit I am a bit weary of all the splatbooks that WOTC keeps pumping out. But I perused this one in the bookstore first then bought it online. It's not as good as the complete arcane was, but its got interesting feats, prestige classes and spells for the players. A good buy overall if you are currently playing a mage or want to play on in the future.
Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 3.5 out of 5 stars
  • Yep, totally broken
  • Eh, it's not bad
  • People of the arcane flavor will enjoy this... others, not so much.
  • I find this book miserable.
  • average
Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Richard Baker
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786934352
Release Date: 2004-11-18

Book Description

A new sourcebook outlining the use of arcane magic by any D&D character.
Complete Arcane provides Dungeons & Dragons© players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. It explains how magic affects life and gameplay in the D&D world, adding dimension to one of the most unique and popular aspects of roleplaying. Complete Arcane also contains a wealth of material for traditionally non-magical characters, so the tips and data provided will assist all class types. In addition to new feats, spells, prestige classes, and magic items, this title adds new and revised core classes to a player's character choices. There are also new arcane-related monsters and information on how to fight, join, or summon each one.

Customer Reviews:

3 out of 5 stars Yep, totally broken.......2007-04-03

This book is crazy overpowered. The Warlock class slowly makes itself invincible level by level. They've got too many hp's, too many save bonuses, too much armor, and they can imbue items w/o the item creation feats???????? WHAT???

Warlocks make clerics look like sissies, and they're not nearly as broken as the prestige classes. This book is great for Players whose DM's have an annoying habit of killing or screwing over their players, but it's a headache for the DM since you have to plan every dungeon and battle around super overpowered casters with no weaknesses.

Dual wand weild--a bard wand user can cast cure critical wounds and fireball every round...

2 out of 5 stars Eh, it's not bad.......2007-03-09

Not too much in this book impressed me. I really like the Warlock class, anda lot of the new spells are brilliant (and compliment Complete Mage well, too), but all the spells were reprinted in Spell Compendium. The feats are pretty lackluster, the monsters are mostly by-products of the prestige classes, and the prestige classes aren't so special in their own right. So really, it's just the warlock then. Whatever, I got it with Christmas money.

3 out of 5 stars People of the arcane flavor will enjoy this... others, not so much........2006-12-27

Ok, the book is good, but it's certainly not great. Most of what the book has to offer is more for giving your character flavor, and it really won't suit a min-max'er or a power gamer. But, if you're still interested (because you love the arcane classes as much as I do) then read on.

The Book offers several new core classes, each of which have a very unique feel to them. The Warlock is chaotic and/or evil, relying on a limitless supply of "Eldrich Blasts" that serve as her main offensive ability. She manipulates these blasts with invocations, and she gets very few of them. The next is a Wu Jen, which is basically a Wizard with a very oriental feel to it. The spells are more based around elements (Asian, not European) than schools, so it offers a different perspective on magic. The third is the Warmage, which, as the name implies, is a battle ready caster who is great at raining down destruction... and little else. The class offers little in the way of utility, so you could basically consider it to be the arcane equivalent of the barbarian and/or fighter.

The Prestige classes aren't fantastic, but then again, many casters loathe the idea of giving up spell progression for a few neat tricks. Luckily, the Complete Arcane offers a decent set of classes to choose from, a few of which actually let you maintain near-complete progression. Some might not see the tabletop and feel a bit like filler, but then again, it's rare to see an arcane geared prestige class. Over all, I really like the classes the book had to offer.

The feats the book has are, well, pretty damn awesome. I think this is the real shining point of the book. There are many many new metamagics (like the ability to convert any elemental damage into your chosen type, for a sort of arcane signature move), and half a dozen feats that allow non-casters the ability to use a few minor spells as spell like abilities. This section also has some very interesting sorcerer-based feats, most notably being an evolution of their draconic heritage.

Lastly, the book hold a plethora of new spells, most of which I found to be very useful. Many of the combat based spells created for the Warmage made their way to other caster's spell lists, so you can at least consider your mage to be better armed in a fight.

All in all, I really enjoyed this book. Yes, it wasn't fantastic, but jeez... Tome and Blood did an awful job of spicing up the caster classes, and I think this book really made amends to that. Being a Wizard and only being able to choose from Metamagic Feats or Spell Focus got really dull, so I was thrilled to get ahold of this book. If you like the arcane casters, and you'd like to add a bit of individuality to your mage, I definately recommend picking up this book. If you're new to the caster classes, or don't often play then, I'd say pass it on by.

1 out of 5 stars I find this book miserable........2006-09-21

I know many will disagree with me, but this is simply my reaction as a player.
I loved Complete Warrior, but as I am more likely to play a mage type character, I picked this book up. I am quite dissapointed. There isn't a single Prestigue Class or Feat I find useful for my characters. I understand that each player has his or her own style of play, but it seems my style isn't suited for Complete Arcane. Also I find the art abominable. Yes, the artists are much more talented than I, but I simply don't enjoy the art they produce. Really, this book was a disapointment, because when I shell out over $20 on a new splat book, I feel like I should be getting my money's worth.

3 out of 5 stars average.......2006-08-31

the book is average containing only one interesting class and an interesting campain for arcane users but the mosters abd the spells are disapointing
Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Average customer rating: 4 out of 5 stars
  • One of the best D&D books out there
  • One of the best "splat" books
  • Great book for Gamers
  • Helpfull material
  • D&D Rocks!
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Jesse Decker
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786936517
Release Date: 2005-01-13

Book Description

The essential sourcebook for any D&D character looking to build adventuring skills.

Complete Adventurer™ serves primarily as a player resource focused on adventuring skills for characters of any class. As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, classes, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.

Customer Reviews:

5 out of 5 stars One of the best D&D books out there.......2007-09-15

Aplicable to all classes to one degree or another. Very fun content and totaly worth the price.

5 out of 5 stars One of the best "splat" books.......2007-06-27

As an ardent D&D DM, I collect all the generic source books when I can. Some are so-so, but this is one of my faves. Lots of general stuff for players and NPCs, and less "weird/nutty/overpowered or dumb" Prestige classes.
-The prestige classes in the book are pretty good, more for folk who preffer "quest/Roleplaying" than "hack n' slash". The vigilante, dread pirate and street fighter fit in well with "rough and ready", city campaigns and the like.
-Most of the feats are pretty good (though I don't like the one that lets you use a weapon in off hand as light, uh, no, too much potential for abuse)

Over all, pretty good if you're more "adventure/rp" and less "munchkin with dice", but the things in it are good "crunch" as well as "fluff"...it's nice though to see more believeable stereotypes brought to life in the PrCs, and be useful, such as the streetfighter and bloodhound.
-It also adds the "Ninja" as a full class, and the Scout. I dislike the scout's "skirmish" ability as it makes no sense (more damage while firing on the move, eh? Sorry, not believable), but many will like the Ninja, which is different enough from the rogue for them not to overlap too much, and still be cool to play.

:)

5 out of 5 stars Great book for Gamers.......2006-07-05

I find this book very helpful in my D&D games. With the new prestige classes introduce, I have completed my characters and so have my fellow gamers. I would recommend that any serious gamer aquire this book for their collection. It could be a life saver.

5 out of 5 stars Helpfull material.......2006-02-20

This book, besides new classes, and prestige classes, contain a lot of information about new spells for all classes and feats that may lead your new adventures. I rate it OK. a must have book.

3 out of 5 stars D&D Rocks!.......2006-01-15

Been a player for almost three decades. Always seem to be a Dungeon Master and this book is helpful, though lately I tend to just sort of make up rules as I go along.

For those role players who like to read, try The Unsuspecting Mage by Brian S. Pratt. This book is about a teen who role plays, goes to another world and uses the skills learned through roleplaying to help him survive. It's an action packed book that's hard to put down. Role Players rejoice!
Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Average customer rating: 3.5 out of 5 stars
  • Great Add for Divine Spellcasters.
  • Great Useful Book
  • Back and forth with this one
  • A decent book at best
  • Every Party Needs One
Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
David Noonan
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786932724
Release Date: 2004-05-01

Book Description

The most detailed resource ever released on accessing divine power and divine favor in the D&D world.

Complete Divine provides Dungeons & Dragons® players with an in-depth look at how to gain the favor of the gods and use that power to a character's advantage. There is a rundown of new gods in the D&D pantheon, in addition to new feats, spells, prestige classes, and magic items. In addition, this title adds new and revised base classes to a player's character choices, and clerics in particular are provided with many new and updated spell domains and spells.
This title also contains a wealth of material for non-cleric characters, so the tips and data provided will assist all class types, including those classes not typically associated with garnering divine power.

Customer Reviews:

5 out of 5 stars Great Add for Divine Spellcasters........2007-05-14

Me, the guy who always plays the Cleric or Druid, could'nt resist picking this up, and it was worth every penny. Lets start with the beginning:
Chapter 1: The Favored Soul, Shunenja, and Spirit Shaman are all nice classes, though I have to say I'll probably only use the first two.
Chapter 2: The best part in my opinion. Every type of Divine spellcaster, and even some arcane spellcasters, has a class here. My favorites are the Pious Templar, Warpriest, and Divine Oracle (all of whitch I hope to become in the near future.)
Chapter 3: The feats of the book where pretty good, but I'll probably only use the Wild Feats, whitch are mostly variations of other feats but with lower prequisites. Some of the divine feats are nice, like Spontanous Healer/Inflict/summoner if your not the apropriate class. It also touched on Epic Divine spellcasters, but all the feats are in Epic Level Handbook, but its good if you dont have it.
Chapter 4: The Relics where a nice touch to the book, and although its exclusive to the core Greyhawk Dieties, It gave me some ideas on artifacts for my campiagn, as well as that of my freind's.
Chapter 5: This chapter gives a synopsis of the rites, worship, temples, and practices of the core dieties as well as others, such as Bahamut and Lolth. It also touches on other minor Greyhawk deities.
Chapter 6: The descriptions of what happens after death in these chapters has silenced many arguements at the table, such as intricacy's in resurrection and how the soul reacts to its new home (Or old one if its devoted to Fharlangh or Vecna. It also decribes Religous groups, though I knew all this stuff already.
Chapter 7: 5 pages of new domains. If thats not enough, alot of new Cleric and Druid spells (As well as Blackguard, Ranger, And Paladin, though not nearly as many of them.) Though most are useful to me, some I'll never even think of agian. But there are always those spells that seem as if they were put there to address something that almost never comes up.
I really like this book, and it ranks with my top 5 most used/useful supplements at #4. I use this book whenever I'm making a Cleric, Paladin, Blackguard, or Druid. If your Pcs don't play these (Why?) then consider other books, but otherwise, read this and I believe you'll find something to make you Diviner's the best they can be.

5 out of 5 stars Great Useful Book.......2007-05-14

This book is great for anyone playing a divine spell caster. Providing good feats and prestige classes.

4 out of 5 stars Back and forth with this one.......2007-03-13

So I've been back and forth over this book a few times, especially once I first got it. After running through it a few times, I've come to the conclusion that it is pretty useful for bits and pieces of using Divine casters in a game.

Like most recent Wizards releases, there's lots of extra material I as a player and DM never use and don't intend on. Too many Prestige Classes. Lots of them take hits on caster level for a special ability, or some other small bonus. It can be hard enough to run a caster at its full casting level without having taking an extra hit.

Most of the magic items or artifacts presented aren't necessarily worth putting into a game without a specific use. Some of the regular magic items I wouldn't want to put in as part of a hoard or random treasure. They seem to be either overpowering or underwhelming, no happy medium.

Feats were hit or miss, either you can use them in a multitude of places and on many types of characters or they were built for one class only. However some of the one class only feats, such as the Wild feats are helpful if you run a Druid to some of the middle and higher levels. Augment Healing was a nice one, a little help with healing every time doesn't hurt, until you get Heal and works good after run out of Heals too.

When it came to classes, I've only be able to get into the Favored Soul. It's a pretty straight forward Divine casting sorcerer. It's got a d8 hit die, weapon focus as a bonus feat and 3 energy resistances through its level progression. Spell casting is a little slow compared to the Cleric, but you can do pretty well with bonus spells per day and a good Charisma score. Plus, you don't prepare spells, you spontaneous cast, which comes in handy when you need to act fast as both the healer and small tank. Wings in the late levels seem more as add on flavor text than as an actual perk of the class.

It's not a bad book overall, I'd suggest snagging a copy if Divine casters are your thing, or borrowing one to make you next cleric, druid or other divine caster.

3 out of 5 stars A decent book at best.......2007-01-04

The complete divine is a decent book, but by no means anything great. Roleplaying is gone over very briefly, and is mostly common sense stuff. There are decent classes that might be fun to roleplay, but don't bring much to the table in terms of originallity. Also, the new spells that are introduced aren't worth too much.

5 out of 5 stars Every Party Needs One.......2006-12-05

The Cleric (or Druid for the very brave) is the literal life-house of the adventuring party...that fact alone warrants the purchase of "Complete Divine".

The classes presented are small (only 3) and only one of those, the Favored Soul (A Divine magic version of a Sorcerer) is likely to see much use outside of a Far-East campaign setting.

Prestige classes make up for the lackluster base classes with 24 prestige classes of various roletypes. These roles range from the battle ready Warpriest (supernatural abilities to cure allies in a radius and other combat-centric buffs) to the combat-prevention Evangelist (perfect for the Bard with a spiritual side). Many of these prestige classes are not so one sided that only clerics gain benefits. In fact nearly every single class has some choice for a prestigious taste of divine magic (including special cases for Monks and Paladins that allow them to continue gaining Monk or Paladin levels after taking the prestige class)

The feats included in this book are likewise useful, especially the ones that follow the form "Exchange one turn undead attempt in order to..." This gives one of the often overlooked abilities of the cleric a chance to shine once again, especially in campaigns with few undead.

The "Relics" section contains items specific for followers of each major Deity in the basic cosmology of the Player's Handbook, but they are best used more as quest items than potential equipment, as many players who aren't clerics or paladins don't bother with choosing a deity, making the number of (fully) usuable items very slim for most parties.

The next 2 chapters cover different aspects of the gods of D
Heads-up Baseball: Playing The Game One Pitch At A Time
Average customer rating: 5 out of 5 stars
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  • Heads Up Baseball
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Ken Ravizza , and Tom Hanson
Manufacturer: American Media International
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5 out of 5 stars Great read.......2007-08-31

Great read for any serious baseball player, coach or parent. One of the BESt books I have read on baseball.

5 out of 5 stars Owners manual for the mental game of baseball and softball.......2007-05-10

This book was recommended to me by Coach "Hutch" of the University of Michigan's Lady Wolverines, and I've not been disappointed. I highly recommend this book for both coaches and players (over 16).

5 out of 5 stars Heads Up Baseball.......2007-01-03

The book was in excellent condition and the delivery time was speedy.

5 out of 5 stars Great Book.......2006-08-28

This book discussed many strategies and skills that are very beneficial in playing the game of baseball.
I would recommend it to anyone

5 out of 5 stars Best baseball sports psych book I have seen.......2006-03-11

I teach high school sports psychology and have used this book as a text on several occasions. I now make it mandatory for all of my softball and baseball players as additional reading. Their feedback has been nothing but positive regarding performance enhancement. I strongly recommend this user-friendly text for any sport!
All Flesh Must Be Eaten: Revised Edition (Afmbe)
Average customer rating: 4 out of 5 stars
  • Eden's Undead Puppy
  • ARE YOU HUNGRY TONIGHT?
  • zombies everywhere
  • Bad taste, and not in a good way.
  • THE Zombie Survival game
All Flesh Must Be Eaten: Revised Edition (Afmbe)
Various
Manufacturer: Eden Studios
ProductGroup: Book
Binding: Hardcover

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ASIN: 1891153315

Book Description

Welcome to the World of Survival Horror! All Flesh Must Be Eaten is a complete roleplaying game. In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

Customer Reviews:

4 out of 5 stars Eden's Undead Puppy.......2007-04-20

NOTE: This review is intended for those with some general RPG knowledge. I'm not sure how useful it will be for the rest, but I hope it's not too jargon-y.

This is Eden Studio's biggest surviving game line, if you'll pardon the pun.

This main rulebook gives an overview of how to build characters, build adversaries, blow up adversaries, and some example campaign worlds.

Notice how I haven't mentioned Zombies yet? Well, that's because while AFMBE is tailored toward Zombie play, it doesn't have to be about Zombie play. The Zombie creation rules in the back have been used to build almost any critter you can imagine, from Fantasy Orcs and Goblins to Sci-Fi Cyborgs and Aliens to just plain old men in black.

This diversity is one of the places where AFMBE shines. It's sourcebooks, while also zombie flavored, are more about their source than about the Zoms (save Atlas of the Walking Dead, obviously). That's why I think this is the core game of Eden's line, despite it's specific inclination toward the undead shamblers.

The System is very simple for the most part, and slips out of sight during play. Most rolls are a simple d10+Attribute+Skill vs a target number of 9. It's quick and dull, so one's mind keeps on the game rather than the system. This may turn off some people hoping for a flashy new type of game system. AFMBE doesn't take any chances, it uses what works.

There are a few variants, of course: AFMBE presents the ability to go randomless and not roll any dice for a game, which could enhance the mood, or could make play dull (depends on the group's needs, really). It also has a 20 page d20 system conversion appendix (I don't know the quality of it, I don't play d20).

The game includes some ready made characters, ready made campaign worlds, and ready made zombies. Honestly, as is the game is mostly useful for one-shots and "Night of the Living Dead" type scenerios with a definite beginning, middle, and end game. For longer term play, one couldn't do better than to buy the One of the Living supplement for AFMBE which details post (zombie) apocalypse campaigns. This missing info is why I'm taking a star off the book, which is otherwise complete.

AFMBE has supplements for the genres: Kung Fu Action, Westerns, Pulp, Professional Wrestling, Post Apocalypse, Fantasy, and soon to be Sci-Fi.

4 out of 5 stars ARE YOU HUNGRY TONIGHT?.......2006-07-15

ALL FLESH MUST BE EATEN (AFMBE) is just a great title. In today's competitive RPG market, a game needs something to grab your attention. For me, it was the "must". Not "will", or "can", or "maybe", but MUST BE EATEN. I like the imperative-ness of that statement.

As you might guess, AFMBE is about zombies and zombie worlds (I guess you might think it is about cannibals or some vegan nightmare, but no, it's zombies). Part RPG and part zombie-fic, AFMBE immerses you in a world where the dead have taken control. Unlike in D&D, zombies are more resilient than the player characters are, so surviving a zombie outbreak is no small thing. A point of clarification - fantasy zombies tend to be of the Haitian variety (as the AFMBE explains) - corpses raised from the dead to do their master's bidding. George Romero zombies, OTOH, generally carry some sort of infection that is spread by saliva and blood. Kind of like a cross between rabies and Ebola; and that spells "good times" for your players.

AFMBE is at its heart a very simple game, because there's really only 4 things in a deadworld (where zombies are rising from the grave) live people, dead people, guns, and food. If you're really hard core, throw in the weather and make it 5. There's just not a lot else to be said, so AFMBE goes for light on the mechanics and heavy on the atmosphere. After all, if there's nothing more to your gaming needs than enemies who come in waves and don't dodge shotgun blasts, computer software will fill your needs more efficiently (and hey, who doesn't like that sort of thing)?

AFMBE starts all its chapters with a little zombiefic. Good job setting the mood, nothing I was sorry to spend my life reading. The first chapter opens with "what are zombies" As I mentioned above, you will think of zombie very differently if you read Haitian voodoo or George Romero. AFMBE explains different sources of the zombie mythology and where you can go for your own sources. The second chapter starts with you - making your character. The system is Unisystem, which reminds me a lot of the oriignal Deadlands. It has a lot in common with White Wolf's Storyteller system, or at least more than it has with D&D. A character has attributes, skills, merits, and flaws. You have so many points to spend on your character, or you can choose from archetypes (the cheerleader, the jock, the drifter, etc.) who have points distributed and pre-made personalities. The latter option allows for greater simulation of being in a zombie movie; everybody has their role to play. Plus, it gives you an idea of what good chararcters look like.

Next comes a section on other parts of Unisystem than character generation. Things like fighting, running, effects of poisons, falling, drowning, the usual. Unisystem has a target difficulty that you have to achieve with the best die in your pool; so you get to roll a lot of dice, but only the high score keeps. The next section covers weapons (after all, you can't run away from the zombies forever). It mainly discusses different kinds of weapons and their relative strengths (for instance, you could find a chair leg anywhere, while a gun is very powerful and has rapid reload, but a sword never runs out of ammo...) as well as the dice pool for each weapon.

Having covered people and weapons, the only thing left to explore in the world is zombies (food can be left to your Zombie Master's discretion...). You want your zombies to have different qualities depending on what kind of game you want to run. If you want monster horror, you might want fast zombies with low cunning. On the other hand, if you want a lot of group infighting your zombies should be slow and stupid (but inexorable and in mass quantities). If you want a mystery game, you could have zombies you can't transmit the infection, but everything that dies eventually rises. So the characters might be looking for a cure or just trying to escape the local area. The zombies in AFMBE have different point levels attached to levels of powers (cunning, speed, strength, infectiousness) and the total point level of your zombies should give an idea of how much challenge your characters are facing. There are certainly some interesting variations on the standard zombie.

Where I think AFMBE really shines is the inclusion of "deadworlds", where zombies are overrunning the world. There are some very creative scenarios for the characters to be stuck in. This also provides a broader usefulness to AFMBE. I'm not sure I want to convince my gaming group to give Unisystem a try, but we could run D20 characters, World of Darkness characters, or any other system in one of the deadworlds provided and using custom zombies with powers from the tables to choose from. It makes a nice zombie supplement for any gaming system.

4 out of 5 stars zombies everywhere.......2006-03-11

Just as promised, a role playing set up for zombie invasions. I found the phase virus (modeled after aids) and the "green" products that raised the dead particularly entertaining.

3 out of 5 stars Bad taste, and not in a good way........2005-02-13

For the most part, this is a solid RPG. It serves up exactly what you asked for, and is unflinching in it's blatant homage to zombie flicks of the past four decades. Many thumbs up. However, I have to point out that the book has a story scenerio that is tasteless and could have been left out of the book. This is the "P.H.A.D.E to Black" storyline, which exploits HIV in a way that is truly pointless. Have a little heart and respect for the real world and get rid of this for future editions, guys.

5 out of 5 stars THE Zombie Survival game.......2004-08-13

WotC may have D&D and White Wolf has the vampires, but when it comes to wipping out hordes of the walking dead then you need this book and Eden has it.

All Flesh Must Be Eaten (AFMBE) is the premire Zombie roleplaying game. Everything you need to know is here and it uses the fantastic Unisystem game system so beginners can play it fast and pros still enjoy it. Plus it is 100% compatible with all of Eden's games like "WitchCraft", "Armageddon", "Ghosts of Albion" and "Buffy the Vampire Slayer". With the d20 conversion guide in back, it is also compatible with tons of d20 games.

Don't wait, get this game before the dead arise and zombies are out.

You'll thank me.
Instinctive Groundfighting: Fighting is playing jazz. Now, let us all play jazz!
Average customer rating: 4 out of 5 stars
  • Creative view on training method
  • Good philosophy, clear and practical.
  • Good Approach, Light on Details
  • Inspiring and Insightful!!
Instinctive Groundfighting: Fighting is playing jazz. Now, let us all play jazz!
Joris Merks
Manufacturer: BookSurge Publishing
ProductGroup: Book
Binding: Paperback

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ASIN: 1419636464
Release Date: 2006-05-12

Book Description

Martial Arts is not about learning techniques. It is about reacting adequately to unexpected combat situations without thinking. If you think, you are slower, your focus is too narrow and your movements lack creativity. Instead of learning techniques, you should create useful instinctive reactions to combat situations. Instinctive Groundfighting presents a new Dynamic Training Method aiming at learning to fight without thinking.

Customer Reviews:

4 out of 5 stars Creative view on training method.......2007-06-21

Clear and helpful. I sometimes feel like doing the same drills over and over. The book makes you look more creative at training. Not for people looking to find more techniques, but if you are looking to enhance your training method definately worthwile.

5 out of 5 stars Good philosophy, clear and practical........2007-06-21

I was quite happy to see the ease with which the complex learning process of martial arts has been broken down. Gives a good framework to basically be your own teacher. The view is theoretically interesting, but the approach practical. Basics: develop your gut-feeling and learn to rely on it and fight spontaneous. Clear build-up, easily readable.

3 out of 5 stars Good Approach, Light on Details.......2007-05-12

The author provided a good progressive methodology on how to improve your ground game. It builds logically and would avoid you getting into a trap where you forever repeat the lessons of your first few weeks; which is a tendency when you go live grappling. He could have however provided more drills and live exercises to implement his approach. The book could have just been a long magazine article - its worth reading the "how to train" parts, but the section on technique is basic and doesn't add that much - which is why I rated it at only 3 stars. This book is good for all beginners, but only for intermediate grapplers that are stuck in a rut.

5 out of 5 stars Inspiring and Insightful!!.......2006-05-26

Great book! It gives a perfect view on how to train effectively. Not just a 1000 techniques, but intelligent advice that helps you to make your training smarter and to become a better fighter.
Playing for Time: The Death Row All Stars (Images of Baseball: Wyoming) (Images of Baseball)
Average customer rating: 3.5 out of 5 stars
  • Poorly Researched
  • Excellent book--well researched and objective.
  • Another home run from Chris Enss!
Playing for Time: The Death Row All Stars (Images of Baseball: Wyoming) (Images of Baseball)
Chris Enss
Manufacturer: Arcadia Publishing
ProductGroup: Book
Binding: Paperback

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ASIN: 0738533084
Release Date: 2004-10-20

Book Description

For Joseph Seng and the other death row inmates in the line-up for the Wyoming State Penitentiary All Stars, baseball was literally a game of life or death. Based on primary source documents, some unearthed at the old prison itself, Playing for Time recreates the compelling story of this team of hardened criminals who excelled at a civilized game to become amateur sports heroes, and of the key player who led them to many victories. It is soon to be a major Hollywood motion picture.

Customer Reviews:

1 out of 5 stars Poorly Researched.......2006-12-09

This is not a history book, it is fiction interwoven with incorrectly used facts. If you are interested in Wyoming history or Wyoming's prisons, go to the source. Visit the historic sites and ask for yourself.

5 out of 5 stars Excellent book--well researched and objective........2005-10-14

This captures a piece of Wyoming territorial history that might have otherwise been lost forever. I have lived in Wyoming most of my life and had never heard of this story in the local lore. So I was immediately intrigued when I saw the subject of this book was about death row.

The book also gives the reader from any state something to think about from an historically interesting perspective on capital punishment. It would be unheard of now to grant someone a stay of execution simply because he was a great ball player. That was a simplier time, obviously, since it would be downright stupid in this day and age to allow a death row murderer out of his cell (let alone out of the prison) with running shoes on his feet and a baseball bat in his hand!

5 out of 5 stars Another home run from Chris Enss!.......2004-11-21

Chris Enss has this unique gift of making history come alive in all her books. This is especially so in her new book, Playing for Time: The Death Row All Stars (Images of Baseball: Wyoming). Ms. Enss has definitely hit another home run with her meticulous research, and also by profusely illustrating this amazing book with vintage photographs, facsimiles of letters and sketches. Playing for Time: The Death Row All Stars reads like a well-paced adventure story and will appeal to baseball and history aficionados. Chris Enss is an author who is genuinely passionate about her craft -- telling a great story. I look forward to experiencing more of her works in the future and also the big screen treatment of Playing for Time: The Death Row All Stars.
The Loathsome Ratmen: And all their Vile Kin
Average customer rating: 5 out of 5 stars
  • Lavishings upon the Horned Rat
The Loathsome Ratmen: And all their Vile Kin
Mitchell Scanlon
Manufacturer: Games Workshop
ProductGroup: Book
Binding: Paperback

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5 out of 5 stars Lavishings upon the Horned Rat.......2006-07-12

Like Skaven?
Get this book, it's that simple

Not for those who find their sensibilitys easily offended
All About Piano: A Fun and Simple Guide to Playing Piano (All about)
Average customer rating: Not rated
    All About Piano: A Fun and Simple Guide to Playing Piano (All about)
    Mark Harrison
    Manufacturer: Hal Leonard
    ProductGroup: Book
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    A Fun and Simple Guide to Playing Piano Have you struggled through tedious lessons and boring instruction books in your desire to learn to play the piano? If you wish there was a fun and engaging way to motivate you in your piano playing quest, then this is it: All About Piano is for you. Whether it's learning to read music, playing by ear, improvising, or all of the above, this enjoyable guide will help you to finally start playing your favorite songs in many different styles. Plus, learn interesting tid-bits on piano makes and models, care and maintenance, other keyboard instruments, and other fun stuff about the piano. This fun-filled, easy-to-use guide includes: * An introduction to pianos and keyboard instruments * Step-by-step music reading instruction * How to play by ear and improvise * Background on various styles of music, including dozens of favorite songs * Performing tips. Over 40 popular songs, including: All My Loving (The Beatles) * Can You Feel the Love Tonight (Elton John) * Fur Elise (Beethoven) * Imagine (John Lennon) * Linus and Lucy (Vince Guaraldi) * Wonderful Tonight (Eric Clapton) * Your Cheatin' Heart (Hank Williams) * and more. The CD includes 70 tracks for demo and play-along.

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