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![Planar Handbook](http://images.amazon.com/images/P/0786934298.01.MZZZZZZZ.jpg) |
Planar Handbook |
List Price: $29.95
Your Price: $19.77 |
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Product Info |
Reviews |
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Rating: ![3 stars](http://www.reviewfocus.com/images/stars-3-0.gif) Summary: okay i guess Review: basically, all the cool stuff from Planescape gets trashed when they make the Lady of Pain lawful neutral, showing how off the mark the new folks at WoTC are in terms of pleasing PS fans.
planar touchstones are cool, most stuff of mediocre quality...
Rating: ![5 stars](http://www.reviewfocus.com/images/stars-5-0.gif) Summary: Very well done Review: If there is one good thing about the 3.5 DMG, it is that it gave more room for other stuff in this book about planar travel.
The old Lady of Pain and her town of Sigil is back in a big way. However, Sigil itself is only a few pages in this tome. Included are new prestige class, some of which were already in Dragon (Athar and Fated) but the Sensates is a total rewrite. I also liked how they did the City of Brass. The typical "crunchy bits" are all there as well.
Trust me, you want this one.
Rating: ![1 stars](http://www.reviewfocus.com/images/stars-1-0.gif) Summary: Why on Green Earth do you need this when you have MotP? Review: Manual of the Planes being in 3.0 system is not outdated like many of the 2e books (I got one of those by accident and the rules are quite hard to implement into a 3e game, don't listen to people whining about how good they were), and it is easy to find. The planar abilities are easy to understand, and quite clever. Plus, they even have decent prestige classes. The only thing different is the Planar Touchstones, which from the judgements elsewhere, the 33 pages could be put in by 3.0 rules in 10 pages or less more effectively.
Rating: ![3 stars](http://www.reviewfocus.com/images/stars-3-0.gif) Summary: Wasted Potential Review: So, we have a book intended primarily for players to experience the planes. What do we get?
One of the cruddiest books that WotC has ever put out, that's what.
Allow me to explain...it's not ALL bad. The new weapons and magic items are nice. There are new monsters, many of which are intended to transport players through the planes. Some of the prestige classes are interesting...the Ardent Dilettante itself is VERY creative, and makes sense for what it's supposed to do. Also, the substitution levels are neat; the idea is that you can trade out a certain level of a class for an alternate version with different benefits. It's a very nice idea, and will probably be used again. After all, what rogue wouldn't want to switch out a +1 bonus to Reflex saves vs. traps to be able to sense gates and teleports within 30 feet?
However, there are things that are unpleasant to downright stupid. For example...we see the aasimar and tiefling, AGAIN. This is their third appearance (in Forgotten Realms Campaign Setting and the 3.5 Monster Manual), and this really doesn't add anything. At least the Bariaur has been altered, and is different...but still, reprints get annoying. Also, the feats, in general, are horrendously boring. I can't see any reason to take any of the feats presented.
And, last but not least, you have the Planar Touchstones. I'll admit, it was a nice idea to give people a reason to go plane-hopping. Personally, I'd think being able to fight new and different monsters and get different sorts of treasure would be reason enough, but hey. However...the idea that going to a place gives you a nifty power is kind of, um, silly. Not only that, but they waste 33 pages on this. They make more sense as web enhancements than as a list of stuff that will most likely not get used. Those 33 pages could have been used for more prestige classes, more feats, more monsters, more items, or, heck, even more description on planar cities, and would be more all-around useful. This is the what absolutely kills this book for me.
I'm not...quite...sorry I bought this, but if I could clip out the 33 pages of the touchstones and get my money back, I would. 2.5 stars, rounding up out of misplaced generosity.
Rating: ![2 stars](http://www.reviewfocus.com/images/stars-2-0.gif) Summary: Some things need not be resurrected Review: The D&D planes system makes almost no sense at all. I mean, I can't even begin to understand it.
This book is an excellent introduction/reference guide to something I'd never include, even vaguely, in any of my campaigns. While some of the imagery and ideas are useful, the system as a whole is poor. 3rd edition should have revised it, thouroughly or left it alone.
Rating: ![1 stars](http://www.reviewfocus.com/images/stars-1-0.gif) Summary: Since the dawn of time, mankind has created works of genius Review: This is not one of them.
Oh how I wish I did not buy this book.
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Not for grognards. Review: This is the sort of book that isn't as useful if you have a whole shelf of 3.5 books or if you've already got an extensive collection of 2.0 books. I really think it's more of a player's book than some of the other books.
One annoying thing about this (and many other books) is the inclusion of new spells, feats, and prestige classes. Every book that comes out can be guaranteed to have these sections in an attempt (one assumes) to make everyone buy it to get the cool new crunchy bits.
Apart from that marketing gripe the book's content is good. Some of it is new material, some is rehash from Manual of the Planes (technically a 3.0 release). It will definitely move your campaign in new directions, particularly once your players get it in their heads they need to be a "divine somethingorother" and being trying to attract the notice of the divine.
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