Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Nice monster. Review: This one is as it should be. As a DM it's often hard to find something new to throw at your characters. (In my group of friends we usually alternate the DM job by campaign, so all of us have read the MM, MMII, Gods and Demi-Gods and the Fiend Folio a hundred times. Even if I had never seen a monster that I tired to pit against my players someone else had. Players could see a beholder, and knew all of the tricks to defend against it before it got off its first eye blast.) So, how does this new Monster Manual help? It lets you improve the monsters beyond the basic description. Basically any monster your players encounter in a 3rd edition campaign has as much right to be extraordinary as their characters do. (And that player who can refer to page 117 of the Fiend Folio and state that "X" monster can only have 30 hit points and must attack in Claw/Claw/Bite order is easily dismissed by these rules.) This book is a Dungeon Master's guide to monsters. There are some basic statistics for each monster and the range of monster abilities, but there is also express license to change the monster in many ways. It can be larger than usual, and it can have developed a skill or two that the garden variety of its species doesn't have.Also: The Templates. Very cool. See how your players do against a horde of Vampiric Orcs...
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Indispensable... but incomplete Review: This book is necessary for anyone wanting to run the D&D 3rd Edition game. It is helpful for anyone wanting to play the game, so that they can familiarize themselves with the kinds of creatures they can expect to encounter in the course of the game. In that regard, it fulfils its function well. If you're starting to play 3rd edition D&D and are wondering whether to get this book, my answer is that I highly recommend it.
But it's too short. Not only in quantity of monsters, but also in the description of those monsters themselves. Given the quality of the previous edition, it was a bit of a disappointment. The creature descriptions lack the brief ecology and background information, so that the descriptions consist of a collection of creature special abilities, and little else. Adaptability aside, that information from the 2nd edition manual was helpful from time to time in understanding the nature of the creatures, to allow the DM to run them better. This brevity of creature description means that creatures are not allotted a page each, which give the manual a somewhat crammed appearance. Many of the subtypes are omitted for no clear reason. Only two types of Genie are presented, the djinn and the efreet - the marid and the dao, most notably, are absent.
Another possible flaw I see in it is that the new XP system is far too generous with the weak monsters. It may well have been the intent of the system designers, but in this edition, 1st-3rd level characters now get 75 XP from killing a goblin (CR 1/4). That might be a bit too much for some DMs' taste.
But there is also much that is good about this volume. I really like the idea of template creatures. The concept is that certain creatures are individuals who were formerly or simultaneously other things. For example, each vampire, lich, or lycanthrope was some sort of character type first. By taking the character and applying the template, these old cutout monsters all become unique.
I also like the artwork in this book. The monsters no longer look like 2-dimesional comic-book line drawings. I don't agree with all the artists' concepts of the creatures (the minotaur is too hairy, for example), but I do think the quality of the work is improved over previous editions.
I also like that each creature is given a full set of ability stats. Creatures' hit points are affected by high or low Constitution scores. Creatures' attack and damage rolls are affected by high or low Strength. The drawback to this is that some creatures are listed as doing damage that will never actually do any damage. The Skeleton (tiny) does 1-2(-2) points of damage. According to these numbers, it has a 50% chance of actually healing a point. Of course it doesn't work that way, but they should have included measures to make sure that the damage never ended up negative.
Definitely worth getting, but far from perfect. I hope that future monster supplements will return to the more readable one-monster-per-page format. But this one is still pretty good, even with that flaw.
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Nice Artwork but missing something Review: The book is indeed well painted and has graphical appeal, though is somewhat more attractive to those who buy the book for the art. Core Gamers and folks who wish to cut the fat, if you will, may find this book is not layed out for easy access to information. It also lacks the collection of monsters the previous editions had. I would still hang on to your old eddition if you still have it. As far as the number of entries, it leaves me wondering if this book is complete, or over edited for printing efficiency. It is as though someone was trying to cut corners on space, with everything running together in one long choped up column rather than have it layed out clearly as the other books have been. It also seems to only list the most popular critters. I would have to say that WOTC(Magic the Gathering), whom absorbed-TSR the origional company that created AD&D-may be more interested in attracting new customers with Eye Candy though-probably between the ages of 10 to 18 years-than providing content and substance, such as the previous eddition provided. It took me an afternoon to go through and read the entries, whereas the 2nd eddition took me several days. The paintings and drawings, are wonderful, with the dragons, in my opinion, the best part of the book. The paintings more than make up for where the layout lacks. Still, I give it just four stars, as it is a nice book to own, to read once, as a light reference, and to keep on your shelf, even if you dont play D&D. It basicly gets its job done.
Rating: ![5 stars](http://www.reviewfocus.com/images/stars-5-0.gif) Summary: And now, the core trilogy is complete! Review: Welcome to the outstanding 3rd Edition of the Monster Manual! Considering that all the way back in 1977, the MM was the first hardcover book ever printed for any RPG, being able to shine in that colossal shadow is an impressive thing. So what is it, exactly, that makes this tome a worthy predecessor to Gary Gygax's first groundbreaking book? By far the most beautiful and distracting them about this edition is that the entire thing is in full color. Virtually every page is graced with a glorious new illustration, which shows the classic monsters of the game in all their glory. A few have been drastically re-worked (such as the Displacer Beast, Stirge, Chimera, Troll, and Bulette), and may not be to everyone's taste. The tone of the artwork is very similar to that found in the 3rd Edition DMG and PHB, and, if you play Magic: The Gathering, will be undoubtedly familiar. Some people will probably be overly distracted by the hyper-stylized, dramatic new renditions; those who have played for decades will likely miss the abstract detail of David Trampier, or the idealized heroic glory of Larry Elmore. (But Elmore does provide a gorgeous illustration of the Nymph.) Most newer players, however, will be overjoyed. Finally, you'll have incomparable artwork that you'll be proud to show to your players in the midst of an encounter! The one caveat I personally have with the art is that many of the creatures are displayed in "composites" - for example, the Djinn and Efreeti are shown together, as are three of the Giants. This looks fabulous, but reveals a bit too much if you want to use the artwork as descriptive color. The best thing about the art? Each dragon has its own unique, distinctive look, and they all virtually seethe with ancient gracility and power. Nicely, nicely done. After you've digested all the eye candy (which could take a couple hours), you can analyze the book for its depth and quality. The book at first seems woefully short (224 pages), but they manage to cram over 500 monsters into the work, due to the total absence of the "1 page, 1 monster" mentality. This leaves some entries unnecessarily brief, but most have just the right level of detail, complete with brief notes on culture and behavior. In only a few cases (Shadow Mastiff, Wraith, etc.) did I feel I was looking at a heartless, empty pile of stats. Unlike previous edtions, the preliminary text to this book is absolutely essential. For the first time, monster abilities are compiled, quantified, and all displayed in the same place. Besides a nice, detailed summary of special attacks and defenses, this portion features rules for monster advancement. This allows you to create horrifically powerful NPCs (Orcish Warlords, etc.), or even turn monsters into PCs! Dangerous stuff in the hands of the unwise, but very interesting and useful nonetheless. Having varied monster power levels adds danger and excitement to the game for jaded players. Each monster description features the usual stats (Armor Class, Hit Dice, etc.), with a few noteworthy additions. Initiative is specifically given a numeric stat for each monster; Attack types are further formulated ("2 claws, 1 bite" as opposed to "#AT 3"); Facing and reach are given exact dimensions, if you prefer to use miniatures; Saving Throws are individualized per species; Attributes (yes, even Charisma!) are listed for ALL monster types; and even Skills and Feats are listed! The added detail seems cumbersome at first, but after 2 game sessions, I can easily say that the added detail, color, clarity, and excitement are easily worth the hour-long adjustment period. (Although 1st Edition AD&D veterans may well die of shock when they realize how different all the monsters "feel" with the added detail.) It worries me that many classic favorites are missing from this book; but of course, that just means that WotC/TSR will be continuing in their tradition of Monstrous Compendium releases. One look at the proud entries DEMON and DEVIL, and all was forgiven. ;)~ At the back are some very useful Appendices - A complete chapter on mundane animals, details on monstrous vermin (giant spiders, etc.), and most interestingly of all, monster templates! With these customization options, the DM can create Ghosts of any species, Half-Dragons, Celestials, Fiends, Liches, innumerable Lycanthrope and Vampire variants, and more. Purists may well be horrified, but I, as an old grognard DM, am 100% for surprising the players. This edition of the Monster Manual accomplishes many things - it formalizes monster entries with a unified, logical approach to attacks, powers and defenses; it re-envisions the entire multiverse of creatures with a coherent, dramatic look; it allows monsters to be played as PCs, or designed as NPCs of any power level; it encourages creativity in unique/surprise monster design; it elaborates all encounters with thoughtful details on skills and abilities; and it leaves novice DMs with very few tactical questions. The book could have been more detailed on monster lairs, culture, behavior, etc., and I would have dearly loved to see extensive wandering monster tables (I loved the Fiend Folio and MMII), but overall, I was tremendously impressed. It is true that WotC have gone against the grain to some degree, but virtually every change they made has been for the better. With every monster improved, re-thought, re-balanced, and given the flexible potential to grow in power along with experienced adventurers, we have here an indispensible work that will keep the players challenged, entertained, fascinated, and terrified for years. And, conventional tradition aside, isn't that what Dungeons & Dragons is all about?
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Not a bad bit of Work Review: Ok. It is the Monster Manual. Finally the old name is back...not that "Monstrous Compendium". The art is first rate. The formatting is encylcopedic. In many ways it is much the same old standard beasties AD&D players have come to love. However, some new and exciting differences. PC stats for each monster which is definately a positive innovation. Temlpated monsters is also great (so how about that 41st level Red Dragon Cleric/Sorcerer?). Also, the critters in this book can get a little more challenging then in the previous books. It's nice to that ancient red dragons aren't going to be slaughtered in a matter of seconds by a well organized team of 5th level gnomes. Since it is the third core rule book of the 3rd edition. You must have this. 'Nuff said.
Rating: ![2 stars](http://www.reviewfocus.com/images/stars-2-0.gif) Summary: Monster Manual 3e Review: Of all the books in D&D, I love the monster manuals the most. But unfortunatly this book is a BIG disapointment. If you compare it to the 2nd Edition Monsterous Manual the first thing you notice is size, 3e is half the size of 2e and that means half the monsters. Many of the basic monsters of D&D are missing from this book and the new beasts don't measure up to the old ones. The second thing you will notice is how easy the 2e book is to read. All the enteries are uniform, one to a page, not scattered over multiple pages as most of the 3e monsters are. Also, some of the artwork in the 3e book is just plain awful. If you are new to D&D and want some good monsters check out the Creature Collection from Swords & Sorcery Studios. The book is in 3e format, has lots of great new creatures(and new ways of using old monsters) and is professionally put together.
Rating: ![5 stars](http://www.reviewfocus.com/images/stars-5-0.gif) Summary: Absolutely wonderful Review: I must admit that this one excellent book. The monsters presented are chilling. I find that the artwork kills the artwork from the 2nd edition MONTROUS MANUAL and the work from the player's handbook and dungeon master guide. Although, it does bother me slightly that a few of my favorite monsters were left out. these include the almost-as-good-as-a-dragon leviathan and the very big turtle, the zatarain. besides these few qualms, i find that this book is great. buy one. jeremy
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Wow - 200 Monsters and a PHD to make sense of it all. Review: The book is beautiful. It has great infomation and takes things several levels beyond previous books. Of course that is part of the problem. 3d Edition D&D is harder than 1st or Second. It will take a great deal of work to setup a campaign and be a DM/GM. The book is a great tool, but be prepared to involved much more time setting things up than you did in 1st or 2nd Edition rules.
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: AD&D 3rd Edition Review: This book is obviously essential for any 3rd edition DM to own. You simply cannot DM 3rd edition without it. The pictures in this book are incredible! It's probably worth getting just because it's a work of art. Aside from that, it has some cool new monsters and monster templates. However, I do think it was a mistake to remove some old monsters and replace them entirely with templates (example: vampires). All-in-all, it's a good book.
Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: Beautiful but shallow Review: The new Monster Manual (I did like Monstrous better, but that is just a small gripe) is an excellent gaming resource. Beautiful art, a streamlined system, et cetera...you have read that in all the other reviews. Unfortunately, it falls short in a few places. I miss some of the old monsters that were left out, such as the githyanki, water weird, and a few others. However, many of the monsters were actually campaign specific to begin with. The death knights were from Dragonlance, the giffs from Spelljammer, and so on. I hope to see these in upcoming Monstrous Compendiums. The main issue was the lack of roleplaying information. The habitat/society and ecology entries are sorely missed. This is another example of how Wizards...no, Hasbro is dumbing the game down for those challenged to do more than roll dice. I certainly hope that future products address this. I would like to know how the critters in the book act and live...as of now, I need to reference old sources to flesh out the two dimensional creatures. Sure, they do vary in game stats, but that is all as of now. Oh well, it is still a nice resource! Go out and buy it; it is less than twenty dollars and worth all of it, if only to give you the game stats you need.
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