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Dungeons & Dragons Core Rulebook Set (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Three Book Slipcased Set)
Jonathan Tweet , Skip Williams , and Monte Cook Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 0786934107 Release Date: 2003-09-01 |
Book Description
Customer Reviews:
Good Stuff.......2007-09-29
Dungeons & Dragons.......2007-09-28
Fantastic game for a fantastic price.......2007-08-24
D&D Core Rulebook Review.......2007-08-24
This product is being outdated.......2007-08-20
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Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Monte Cook , Jonathan Tweet , and Skip Williams Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 0786915528 Release Date: 2000-10-01 |
Book Description
Over 200 creeps, critters, and creatures to keep players on their toes. From Aboleths to Zombies, the Third Edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their Third Edition campaigns.Customer Reviews:
How to make a better Monster Manual.......2003-07-18
I think if at least one of these is followed, it's worth the same as the original. If all are followed, it's a goldmine. I have the great annoyance to tell you that none of these were followed.
There are 1/3 the number monsters in the new manual as the old one (I hear that if you add this manual, 2, and the Monsters of Faerun books together you get almost as many as the old 2nd edition MM.) I believe that the creators argued "The original MM only had 40 monsters in it!" My answer to this is simple: the first edition didn't have 25+ years of books and two editions in front of it to help.
The new monsters (which ended up drowning out old favorites) are way too underpowered or overpowered, lack depth, and generally seem a little too sci-fi (remember, this is a fantasy game)
The layout definately sucks, it took me an hour to find anything. One monster a page is definately a better road to travel.
Last but not least, the monsters BARELY go beyond the numbers. I suggest you either buy all three of the above mentioned "Monster Manuals" (have fun shuffling books!) or just play 2nd edition AD&D.
Tons of Monsters...Yet Lacking.......2003-06-07
On one hand, the 3E Monster Manual delivers over 200 monsters to terrorize your campaign setting. They have some awesome new monsters. My personal favorite, is a devil, and is known as a Kyton. He is demonic humanoid with hundreds of chains drooping from his body, and his mode of attack is flailing those chains. Pretty hardcore.
On the other hand, the 3E Monster Manual doesn't seem to give enough. Some of the monsters just plain [are bad], and they aren't unique in any way. Also, the amount of creatures do not come near the amount that were in the 2E monster manual, which is frustrating.
On the FINAL hand, It is a must for any DM playing 3E. It isn't a bad book at all...it just seems lacking. The monster stats are good...the amount of monsters are good...but don't expect much more. (If they had 3.5 stars I would give this book 3.5)
Content: Meh... Book Quality: HORRIBLE.......2003-02-04
First note: all the D&D books are quite hard to understand without playing first. That would be why you buy the "Adventure Game" using the same ruleset. The MM is the shortest of the D&D books, which makes sense, as it mostly talks only about monsters. The content is hard to understand first hand, however it is quite detailed.
Now, we go onto the quality of the book. Both the DM Guide and the PHB have a hard cover binding and high-quality full-colored pages. The MM has this too, but in my recent experiences, the binding at the spine (the binding that is holding the pages together) is quite loose. So loose that in fact, one player of mine has all the pages completely out of the binding. True, out of 12 NEW MM's that I have seen, all of them had an extremely loose binding, especially with the pages in the back. You can see the rope that is holding the pages together there. Just note: a lot of the pages in this book will fall out with heavy use. something not too normal with hardcover books.
My suggestion, since you are looking at this, is to wait until July 2003, where a new, revised MM will be avaliable. That MM will have 108 more pages, and hopefully a better binding with that many pages. All the D&D core rulebooks are being revised and released in July 2003 (at the end of the month). If you want the D&D books right now, then I suggest the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual II. The MM II will not be revised, and was released recently, so it will be easier to understand. If there is one rulebook that you should not buy, it would be this one. Wait for July 2003 and reap the rewards.
Least of the Three.......2003-01-08
Therein, actually, is my biggest complaint about the book. I feel that, unlike the DMG, far too little explanation is given in the MM about how to create new monsters and balance them against each other. Even sketchy guidelines like the magic item creation rules in the DMG would have been a wonderful addition to the book. As it is, you can only create a monster, then compare it to all the other monsters of a comparable skill level, and guess whether yours is about right. It's a good metric, but it's cumbersome.
The third core book, I feel, has too much in the way of tables and not enough in terms of flavor text and rules explanation. While still a great resource for what it is, I think it is lacking the flare that made the first two core books a pleasure to own.
great.......2002-10-01
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Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 078692893X Release Date: 2003-07-01 |
Book Description
Customer Reviews:
EXCELLENT SERVICE!!!.......2007-06-15
Fun Nerdom.......2007-05-25
Fine Book.......2007-05-10
VERY GOOD.......2007-01-27
nice rework of the classic.......2007-01-12
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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 0786928891 Release Date: 2003-07-01 |
Book Description
Customer Reviews:
Help the Dungeon Master! Please!.......2007-08-07
EXCELLENT SERVICE!!!.......2007-06-15
DM.......2007-05-25
I Have Nothing Bad to Say About this Book.......2007-05-10
Good magazine material, poor hardback material.......2007-04-15
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Monster Manual: Special Edition (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Core Rulebook III)
Skip Williams , Monte Cook , and Jonathan Tweet Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Leather Bound Similar Items:
ASIN: 0786939435 Release Date: 2006-10-10 |
Book Description
A deluxe leatherbound edition of one of the three D&D core rulebooks.Customer Reviews:
Black leather is better than the image supplied.......2007-07-27
Special Edition Monster Manual is great.......2007-02-05
Excellent Collectors Item.......2007-01-17
For die hard fans.......2007-01-09
THE BEAUTY OF IT ALL!.......2006-11-12
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Player's Handbook: Core Rulebook I (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Monte Cook , Jonathan Tweet , and Skip Williams Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 0786915501 Release Date: 2000-08-01 |
Amazon.com
The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D. You won't want to go back. --Mike Fehlauer
Book Description
Each of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.Customer Reviews:
3.0 is STILL better than 3.5.......2003-11-13
3.0 is truly the right blend of D&D tradition and sound game mechanics. 3.5 is a pile of garbage house-rules for actual D&D crafted by a new batch of "limited" designer minds.
This book is D&D 3rd edition, no other.
3.5 edition has arived.......2003-09-24
The book that starts and runs the game.......2003-08-01
A lot of good stuff, some (significant) holes.......2003-07-12
The problem with D&D 3e is that it requires a *lot* of work on the part of the gamemaster. This is not a ready-to-play game by any stretch, unlike WotC's Star Wars d20, say. You have to go to some lengths to create a campaign setting, and realistically you're going to have to throw some of those arbitrary restriction back in. Why? Because D&D 3e has some significant imbalances, and you're likely to be playing with one player who is going to be looking for rules loopholes to create an unbalanced character. A big culprit here is the multi-classing combined with the fact that many classes are front-loaded with a lot of cool abilities at first level, so it's not unusual to find characters with 3 or 4 classes so they can cherry-pick low-level abilities from each. This is not only aestetically displeasing and unbalancing, but makes it impossible to keep a coherent character vision. The prestige classes are a cool and interesting feature, but are for the most part egregiously broken and, in the words of a fellow-player, "pure munchkinism".
Another complaint of mine about the system is that characters are simply too hard to make distinctive; the only real tool you have is this problematic multi-classing, and that is at best a blunt instrument. The Feats are a very cool concept, but not well-balanced with respect to each other so many will simply never show up (and characters who are not Fighters and Wizards acquire them far too slowly to be of much use in distinguishing characters). Characters of some classes (notably Paladins, Monks, Druids, and Barbarians) are going to be essentially indistuinguishable from each other - an 8th level Monk is pretty much an 8th level Monk, and the variance will be quite small. I find the list of which skills can be bought by which classes unduly restrictive and occasionally bordering on the nonsensical. The restrictiveness of the class sytem, and the stereotyped nature of the classes and lack of advancement choices, is to my mind the most significant failing of D&D 3e. Some classes are now almost acceptably flexible: the Fighter has a huge number of choices with all their bonus feats, even if the basic class concept of a heavily armed and armored fighting machine can't be fundamentally altered; Wizards of course have a massive spell list, and can specialise in various schools; Clerics now can pick from a dozen or so dieties, all of which serve to flavor the class; and Rogues have immense numbers of skill points and a wide variety of skills. But if you want somthing a little more specific or flavorful, you're stuck with cookie-cutter classes.
Anyway, from a pure systems standpoint, the d20 system is fundamentally a good one, but from a pure gaming perspective it has been done better by other games. I actually like Wizard's Star Wars game better, as it addresses many of the problems I've mentioned here; but that doesn't help you much if you hanker for heroic fantasy. D&D 3e is cool, better than previous editions (often significantly), and is popular because it is so open-ended. It has rules for everthing, and a bazillion skills, feats, spells, monsters, magic items, etc. - everybody is going to find a cool idea in here somewhere that they're ready to run with. All those options don't always work together, though, and the choices are sometimes odd, so be aware that the gamemaster is going to have to do some work for D&D 3e to be truly robust.
The reasons this is collecting dust in my attic.......2003-06-29
The ideas behind this haphazard collection of material is sound. The problem is, the rules do not survive under scrutiny. Balance seems to have been thrown out the window in exchange for the 'cool' factor. If you want to make a cartoon charavter out of your imaginary alter ego, this is the game for you I think.
The skill and feat system is broken so badly that you probably can't fix it without rewriting the rules. The skills are restrictive by class - making absolutely no sense at all. Afterall, you're character wasn't born this class or that. Class seemes to have become your defining trait more than your personality. Trying to make a character a certain way is actually tougher in 3E as you have numerous skill restrictions. In short, Fighters get paltry skills and Rogues get the mother load. everyone else gets to fill in in-between.
Rangers are useless, becoming simply lightly armored fighters with a few useless special abilities, little opportunity for growth and a dazzlingly undazzling array of spells.
Sorcerers are similiarly built, with a few extra spells to cast per day than wizards, but FAR fewer to pick from and absolutely no class abilities that the wizard gets to choose from.
The old moronic +1 to this ability -1 to taht rules are still in place for non human characters, with the elf that lives 750 years somehow being more frail than you average human. By the same token, dawrves get a nice constitution bonus but are uncharismatic. Why? Well because they had to pick an ability and charisma looked like a good one......
You get to multiclass more easily according to 3E lovers. You needn't split your XP between classes, you simply take a level of any class any time you earn enough experience points to go up a level. Wanna be a fighter/paladin? GO for it. The only probalem is, it is almost useless to multiclass as a spell caster. With a level limit of 20 (which is fine IMHO) you mayonly have a TOTAL of 20 levels all classes included. That's great, but if you take 15 levels of Wizard and 5 levels of Rogue, you are going to be one disappointed mage when you realize you missed out on the best spells in the game in exchange for some paltry lock picking ability. To be fair, multi classing any of the fighter classes works just fine.
On the topic of levels, you should reach 20th after anout 35-45 game sessions if you follow their experience charts. WAY too much XP is awarded and in addition, all classes use the same experience point table. It seem that someone decided that a 20th level paladin and a 20th level bard were pretty evenly matched. I think we all know better.
Finally, the comabt system - which most gamers agree is the most tedious and time consuming part of any game - has been dragged out with so many extra and optional rules, that it takes forever to resolve the simplist battle. Some may applaud the detail, but the game has taken a step back toward the old CHAINMAIL table top battle rule srather than advancing as a ROLEplaying game.
With a chartr included for every detail in the game, this book has taken all of the imagination out of your hands, and given you a rule to cover it. 3E Roleplaying is actually more ROLLplaying, and after a while, that just gets tedious.
Well aware that the game is a mess, WoTC is releasing 3.5 later this summer to suck a few hundred dollars more out of your wallets.
I beg you consider what you might be getting before flushing your money down this over simplified, over hyped toilet of an RPG. Go play Vampire or Werewolf - at least they don;t charge you $... to insult your intelligence by including a chart for your eye color.
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Special Edition Player's Handbook (Core Rulebook I) (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Leather Bound Similar Items:
ASIN: 0786934328 Release Date: 2004-11-04 |
Book Description
Customer Reviews:
D&D.......2007-05-26
if you don't own it BUY IT.......2007-03-14
Gaming Necessity with a Good Looking Cover.......2007-01-17
SWEET.......2007-01-10
D&D Special Edition Players Handbook.......2006-11-12
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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Monte Cook Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 078691551X Release Date: 2000-09-01 |
Amazon.com
The 3rd Edition Dungeon Master's Guide focuses on how to create and run a fun Dungeons & Dragons game. Like previous editions, the 3rd Edition DMG further explains the rules introduced in the Player's Handbook. But this book goes beyond rules and offers valuable tips on pacing, story creation, conflict, villains, motivation, and player rewards.Novice DMs will benefit from the sections on creating individual adventures and describing action, while even experienced DMs will appreciate the notes on extended campaigns, detailed world creation, and high-level play. We loved the "Behind the Curtain" blurbs, which explain the reasoning behind the changes made in 3rd Edition. Well-considered optional rules are offered to daring DMs, including rules for monsters as PC races (troll paladin, anyone?), high technology, and guidelines for creating custom races and classes.
The nuts and (lightning) bolts of DMing are also covered in great detail. The book teaches DMs how to gauge Challenge Ratings for players and monsters in order to create balanced encounters. These encounters are easier to run thanks to 3rd Edition's standardized monster abilities, each of which are covered in depth. Rewarding players for successful encounters is also easier, now that the cumbersome treasure tables of 2nd Edition have been replaced. Particular attention is paid to magic items: how to award them, how players create them, how to adjudicate them, and how to take them away. The new magic item enhancement rules (similar to the magic items in the computer game Diablo) are also detailed.
One dramatic departure from D&D as we knew it could have used a bit more attention. The DMG introduces the concept of prestige classes, and includes rules for six sample prestige classes: arcane archer, assassin, blackguard, dwarven defender, loremaster, and shadowdancer. Characters can't take these classes at first level but must instead work toward them by choosing specific classes, skills, and feats. For example, before taking a level in arcane archer a character needs to be an elf or half-elf and have a high attack bonus, specific archery feats, and the ability to cast at least one arcane spell. Unsure how these classes will affect your game? Want tips on how to properly create and balance these classes? Sorry, the DMG does not provide adequate answers.
But aside from this complaint the DMG stands out as an honestly useful guide book to the incredible new Dungeons & Dragons game. The rules and tips are well organized and easy to find, thanks to a detailed table of contents and full index. Artwork, examples, and diagrams are liberally placed throughout the book. All this attention to detail makes the DMG an easy and effective read. We wouldn't want to DM without it. --Mike Fehlauer
Book Description
The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. A Dungeon Master runs the Dungeons & Dragons(r) game-part storyteller, part actor, part referee. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.Customer Reviews:
Dungeon Master's Guide.......2007-05-09
DM'ing Made Simple.......2003-06-09
There are many useful tables throughout the book based on almost everything imaginable. They are quite useful for in-game reference. The classes included are quite interesting. My personal favorite is the "Paladin Gone Bad." It's real name is the Fallen Blackguard, and he is very bad-arse. They have other interesting ones, like the Arcane Archer, and Loremaster. There are tips in the first chapter of the book for beginners, that could come in handy.
The problem is this book is geared for neophyte DMs. Experienced ones can rip out Chapters 1,4, and 5, because they just give you pointers on what adventures and campaigns are and how to control them. Trust me, If you've DMed for a fair amount of time, don't even bother buying this, and stick with your 2E Dungeon Master's Guide for reference. iF you are new to DMing, this is the perfect review for you.
The How and Why of D&D3e.......2003-01-08
It is so much more than a collection of tables and charts. Sure, those are there as a short cut, an easy reference. What the book really brings to the table, though, is a system for knowing how to modify the system and add things to the game without throwing the power balance all out of whack. An example of the is the "Most important thing for a DM to know:" a quick and easy rule for modifying a situation. If it's easy, give a +2 bonus. Difficult? -2. REALLY difficult? -4. After the session is over, look up the actual 'rule' on the situation, and most times you'll find that you were right.
Most importantly, though, is that the book does this without cramming a default campaign setting down your throat. Many DMs out there, myself included, want to play in our own worlds that we've created, and the DMG lets you do exactly that.
This book is better laid-out than the Player's Handbook, which is why I gave it 5 stars. If half stars were available, I would have given it 4.5, since the book isn't perfect. Sure, there are some problems, but they're so much more minor than 2ed, with so many more possibilities for expanding the system that they're easily overlooked.
3rd Edition is what brougth my circle of gamers back to the table. It's so much easier to play that I can't imagine how we ever dealt with other systems. Much more time to roleplay, and less time taken looking up rules!
So much less than it seems..........2002-11-27
The most important flaw is the experience and rewards systems. It's designed to rocket the characters to 20th level without ever placing them in any real danger. Please, since when is one lone 4th level NPC a challenge for four 4th level characters? Any why are 1st and 3rd level characters treated the same on the experience chart? A 3rd level party is going to have more than triple the resources that a 1st level party has available. Combined with a reward chart that puts a truckloads of magical items into the characters hands, this book puts Third Edition D&D solidly into the munchkin world (For the RPG terminology impaired, that's like a Monty Haul campaign but without any danger of loosing).
Other irregularities include the fact that there are rules on drowning and being crushed to death by water pressure (deep under the sea), but no rules for actually moving in water or fighting under water.
There are rules for generating towns and cities. Those rules do not function in a reasonable manner, unless the DM manually saturates the cities with specifically placed characters. Even something as simple as using the tables to determine what the levels of the high priests of the religions present in a city breaks down unless there are less than four seperate religions present in the city.
The section on magic items is poorly laid our and difficult to use for anything other than random magic item rolls. Some of the magic items are undervalued, overly powerful, or both.
A lot of space is devoted to incomplete tutorials on how to be a game master. Ironically, that's not matieral that should actually be in the Dungeon Master's Guide. This is supposed to be a reference book for running a campaign, not "The Dummies Guide to Dungeon Masterery".
The rules for gunpowder weapons and lasers are useless filler that takes up space that could have been devoted to environments that average game master would actually like to see his characters in, like say astral combat rules and underwater combat rules. Who cares how much damage a laser might do if it were in the hands of a barbarian. Anyone who actually wants to use laser weapons is just going to use a d20 modern or futuristic sourcebook anyways.
The D&D economy is so disfunctional that no wizard or sorceror who can create any magic items (including scrolls) should ever be allowed to die. It's always worth a cleric's while to bring the chump back from the dead and make him work off the investment. Also it becomes blatantly clear that NPCs are supposed to give special respect to the PCs simply because they are PCs, otherwise how can you explain the fact that a character can earn a wage of 15 gps a week as a stablehand but only needs to pay his stablehands 1 gp per week.
The section on special abilities is redundant because most of it is repeated in the Monster Manual and the encounter tables are useless without the Monster Manual. Since they were also rendered useless by the first expansion printed for the Monster Manual, it is very obvious that they should have been printed in the Monster Manual itself.
Half of an entire chapter is dedicated to charts of stats for average characters of each of the classes at each level. This space is completely wasted.
Overall, the DMG is first book produced for Third Edition that was simply bad. No attempt was made to turn a collection of notes and rules into a good refence book for Third Edition D&D. Instead it seems to have been thrown together with a nice binding and cover and some artwork and rushed out the door. Not all of the material is bad, but all you have to do is try to use the book to realize how useless it really is.
I would only recommend this book to someone who is being forced to run Third Edition D&D.
Simply Great.......2002-09-25
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Ravenloft Campaign Setting: Core Rulebook (d20 3.0 Fantasy Roleplaying)
Andrew Cermak , John W. Mangrum , and Andrew Wyatt Manufacturer: White Wolf Publishing ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1588460754 |
Customer Reviews:
Bring an open mind..........2002-11-17
Very Little to Interest the Experienced Ravenlofter.......2002-06-28
It uses the same timeframe outlined in the Domains of Dread hardcover released in 1997, post Grand Conjunction and post Grim Harvest. That means there is very little (read: nil) new information in this book as far as the Ravenloft "canon" goes. In fact, this book is intended to be a "player's guide" (even though it deals with powers checks and other DM-only phenomenon), so it has only sketchy information about domains and zilch about the Darklords. Want that information? Get ready to shell out for ANOTHER hardcover book (two of `em, if you want all of them...) The rest of the book is devoted to making 3rd edition characters using some of the customized character rules and races (half-Vistani, for example) from the DoD book.
So its safe to say that there's very little to interest the longtime Ravenloft gamer here. Converting 2nd Edition to d20 isn't impossible - in fact, there are several freeware programs one could download to do all the hard work. For those of us who have all the old material, and can play 2nd Edition AD&D without a book because we know the rules so well (and yes, I DO have a life), there isn't much to interest us. Since it's actually cheaper to scrounge most of the 2nd Ed. materials, I say go with those, unless you are dead-set on running 3rd Ed. In that case, you better be rich...
Final Grade: D+ (it's Ravenloft, I can't flunk it outright!)
NOTE: I bought it anyway, because I'd like to see the Kargatane keep Ravenloft alive. Something to consider when making your decision...
Nicely done..........2002-06-15
Good but use caution.......2002-04-25
Anyway after reading the book through I came to some conclusions. First its a good read, It reads like a book rather than a gamers guide. The stories are really good if you like the old time gothic horror. There are long quotes and you get more of the tale as you read through it.
Second its not helpful, usually when you buy something to help you as a DM you want the information so you can apply it to your game, but in this case it gives your more questions than answers. The book speaks in riddles and hints at things but does not tell you what you need to know to. If you wanted to run a campaign and have the players uncover the secrets you would have to make them up because it does not tell you all you need to know. For instance there is a part where the book is describing a domain and it says something like this. "This is a barren realm with no life, but if there was something intelligent under the earth it would surely be a mystery." So what does this mean? Does it mean they know there is something and they are not telling us or is it up to the DM to create this? One other part that got me was when they were talking about two domains side by side and one did not have any one running it that could be seen, but there was a house that had lights at night in the forest. Ok so? Does a dread lord live here? Which one? What is he? The questions just pile up.
Thirdly There is a lot of extra talk in here that could have been cut out to save on money, we do not need to go over the races and spells that are already in the DM guide. The monsters guide has all the statistics on the vampires and ghosts already and there is really nothing to new here, I was expecting there would be. The book is neat and if you like Ravenloft you should have it if for no other reason than as a collectable and a good read but don't look for it to help you run a great campaign or give you all the answers.
Good, not perfect.......2002-04-19
All the character classes are present, as is the new Caliban race (though more info on thse guys wouldn't be lost on me), Fear/Horror/Madness has been simplified, though the checks take longer to work out (unless you take 10, 15, etc...), Terror Tracks and other rules for Ravenloft have been condenced somewhat I feel and the reduction of Terror Track stages (it has returned to 6 instead of 10) make the paths into darkness a little short for my liking.
The information condenced from the old Van Richten Guides should not be in this book, that is strictly DM info for the players to discover as it is handed out, some Prestige Classes would also have made the book feel more complete.
On the whole, it is a very good book, despite my picks at it, though maybe not as good in places as Domains of Dread was, nbut better in others (the timelines and domain information is greatly improved, though most of the maps are terrible). The amount of Errata material also marks the book down a little and the index at the back of the book has never been right yet when I have used it.
Still, I give it 4 stars as this is written by the Kargatane, who kept Ravenloft alive whilst it was in limbo and they know what they are doing.
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