Rating: Summary: Good resource Review: The only thing that I found interesting in the book is the list of phobias in the end. Otherwise, it is just a set of useless variant rules. The book is also very chaotic, seemingly with no specific purpose. Any GM who would need this book is in a lot of trouble to begin with, if s/he can't use the DMG guidelines to come up with his/her own subtypes and variant classes.
Rating: Summary: I was hoping for more. Review: There were some interesting things in this book. Character Races as a class, Hit Point / Restoration Point option, Legendary Weapons to name a few but, the book was rather skimpy when you consider the MRP was $34.95.Not a must have (especially considering the price) but, the book itself does have some interesting rule variants to add some more options to players and DM's alike.
Rating: Summary: Some Decent Material Review: This book basically serves two types of DMs very well: 1) Those who do not have enough time to devote to plotting an entire game from scratch and can use this guide as a jumping board to get them right into the action. This doubles as being great for on the fly games with little warning or time to prepare (for those people who don't have a stack of preconstructed adventures just in case the need arises). 2) Those DMs who are really great strategists, timekeepers, and narators, but who aren't the most creative when it comes to building an interesting story from scratch. This includes DMs who are very new at the job and don't have a lot of experience with adventures 100% their own. This book will be a useful tool to show a new DM the way to create a story that will fit nicely with the complex strategies. For someone who is great at coordinating battles, this book can be used to create a story as to why the battle is going on (rather than just battle for battle's sake). Note: This book will not be well suited for someone who likes to manage every detail of the entire adventure, because you will end up changing 90% of what the book says anyway. It is also not well suited for someone who has tons of time on their hands, as some with a lot of tme could probably come up with their own adventure that will suit their needs and fit the characters involved much better than a cookie cutter tale from a mass produced D&D book.
Rating: Summary: Great guide for those who are low on time or creativity Review: This book basically serves two types of DMs very well: 1) Those who do not have enough time to devote to plotting an entire game from scratch and can use this guide as a jumping board to get them right into the action. This doubles as being great for on the fly games with little warning or time to prepare (for those people who don't have a stack of preconstructed adventures just in case the need arises). 2) Those DMs who are really great strategists, timekeepers, and narators, but who aren't the most creative when it comes to building an interesting story from scratch. This includes DMs who are very new at the job and don't have a lot of experience with adventures 100% their own. This book will be a useful tool to show a new DM the way to create a story that will fit nicely with the complex strategies. For someone who is great at coordinating battles, this book can be used to create a story as to why the battle is going on (rather than just battle for battle's sake). Note: This book will not be well suited for someone who likes to manage every detail of the entire adventure, because you will end up changing 90% of what the book says anyway. It is also not well suited for someone who has tons of time on their hands, as some with a lot of tme could probably come up with their own adventure that will suit their needs and fit the characters involved much better than a cookie cutter tale from a mass produced D&D book.
Rating: Summary: Awesome Variants Review: This book is excellent for all spellcasters, whether its druids, wizards, clerics or sorcerers its a great book for all. Don't listen to the people who say its useless, this is an awesome book with all sorts of variants, tips for character building, and prestiege classes. There are many tips for specialized wizards. For you DM's out there, there's rules about insanity, drug addiction, and mental disorders for when you get pissed off at your players. There's also some interesting variants for running campaigns if you don't like some of the things in the DM's guide. Personally I liked the "Recharge Magic" section. It is a cure for the wizard not being able to cast spontaneously , while still keeping his wide selection of spells. For those bored with the common races there are plenty of different races, such as desert elf and paragon dwarf. With 9 pages of nothing but metamagic components(for more powerful spell abillities)its hard to ignore I think this book is a must have for all spellcasters and DMs alike.With so many variants its hard not to love the book.
Rating: Summary: The best WotC D&D book in years Review: While I agree that the SRP is extreme, I think we all know where you can get the book for less. Anyways, I can't help but love this book. While most WotC D&D books seem to wish to handicap players, this one gives the players lots of options. I like the race variants. I especially recommend the Gestalt characters. There are even Prestige class versions of bards, rangers, and paladins. Trust me, from cover to cover, you will enjoy this book.
Rating: Summary: The best WotC D&D book in years Review: While I agree that the SRP is extreme, I think we all know where you can get the book for less. Anyways, I can't help but love this book. While most WotC D&D books seem to wish to handicap players, this one gives the players lots of options. I like the race variants. I especially recommend the Gestalt characters. There are even Prestige class versions of bards, rangers, and paladins. Trust me, from cover to cover, you will enjoy this book.
Rating: Summary: Listen to the bad press! Review: You cannot imagine how BAD this supplement is. In the process of plagarizing alternative "house rules," they broke just about every damned one of them. I read the bad reviews, but didn't listen. Do yourself a favor, save your $35 bucks and make up your own damend rules if you have issues with the core-rules. It could NOT POSSIBLY turn out worse than this book. Not one original idea. I'm starting to wonder whether WotC has chased off their best tallent. I mean, come on! These guys previous claims to fame were the Dragonomicon, the Hero Builder's Guide and Arms and Equipment? Rich Redman is the only one of these HACKS who has produced anything worthy of publication. Where the hell is Monte Cook when you need him? Sure, he get's carried away sometimes, but at least he can think for himself and use his goddamned imagination!!!
Rating: Summary: Listen to the bad press! Review: You cannot imagine how BAD this supplement is. In the process of plagarizing alternative "house rules," they broke just about every damned one of them. I read the bad reviews, but didn't listen. Do yourself a favor, save your $35 bucks and make up your own damend rules if you have issues with the core-rules. It could NOT POSSIBLY turn out worse than this book. Not one original idea. I'm starting to wonder whether WotC has chased off their best tallent. I mean, come on! These guys previous claims to fame were the Dragonomicon, the Hero Builder's Guide and Arms and Equipment? Rich Redman is the only one of these HACKS who has produced anything worthy of publication. Where the hell is Monte Cook when you need him? Sure, he get's carried away sometimes, but at least he can think for himself and use his goddamned imagination!!!
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