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EverQuest Player's Handbook (EverQuest Role-Playing Game)

EverQuest Player's Handbook (EverQuest Role-Playing Game)

List Price: $29.95
Your Price: $19.77
Product Info Reviews

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Rating: 5 stars
Summary: Wonderful New D20 Setting
Review: As someone who objects vehemently against having to pay monthly charges on a game I have already bought, I decided early on not to get involved in the whole Everquest fad. As a result I have no bias toward the game one way or the other, though I was curious about it.

I finally picked it up at the game shop and was staggered first of all by the thickness of the book, easily one-and-a-half times the thickness of most core rulebooks. It contains over 1000 spells as well as a completely new set of races and classes that can be used in any D20 system game. Beyond that, the setting was good, with lots of locales that fired my imagination and a backstory of warring gods whose conflicts have been handed down to their mortal progeny. The ART! The artwork is fantastic--FULL COLOR and beautiful (except for a couple of real stinkers).

The only real weakness I saw was that there wasn't a hint of who any of the creatures and antagonists are. Yeah, yeah, it's in another book--but what am I supposed to do until then? What I've taken to doing is looking up online information about the creatures from Everquest on the various fan sites out there and improving the stats based on the descriptions.

Good book though!

Rating: 4 stars
Summary: Not too bad, but not flawless.
Review: I have always wanted to play Everquest, but never had the net connection to do it. After looking at the book at GEN CON 2002 a couple of times, I went and bought it.

First, it is mostly compatible with 3rd Ed. D&D but a warning to DMs: the EQ classes were figured with a different experience table than reg d20. Instead of needing (current level *1000) more experience points to gain the next level, as in regular d20, you need (current level *2000) to gain the next level, which may result in slower progression of your characters. Plus, EQ RPG does not use challenge ratings, another divergence from standard d20.

My recommendation in using this book is as an extension of TSR's Epic-Character Handbook, as characters above 20th level in EQ keep the same rates in gaining attack bonuses and new spells as they do in lower levels, whereas in TSR's Epic Handbook the rates tend to retard into a slow pace. There are also spells of up to 14th level in EQ RPG, another perk for Epic Characters to use this book instead.

Rating: 4 stars
Summary: Not too bad, but not flawless.
Review: I have always wanted to play Everquest, but never had the net connection to do it. After looking at the book at GEN CON 2002 a couple of times, I went and bought it.

First, it is mostly compatible with 3rd Ed. D&D but a warning to DMs: the EQ classes were figured with a different experience table than reg d20. Instead of needing (current level *1000) more experience points to gain the next level, as in regular d20, you need (current level *2000) to gain the next level, which may result in slower progression of your characters. Plus, EQ RPG does not use challenge ratings, another divergence from standard d20.

My recommendation in using this book is as an extension of TSR's Epic-Character Handbook, as characters above 20th level in EQ keep the same rates in gaining attack bonuses and new spells as they do in lower levels, whereas in TSR's Epic Handbook the rates tend to retard into a slow pace. There are also spells of up to 14th level in EQ RPG, another perk for Epic Characters to use this book instead.

Rating: 5 stars
Summary: Evercrack! ...the RPG
Review: I haven't read through the entire book, yet. It's THAT big. What a true bargain! Gorgeous artwork, great writing. It'll be another way to feed my addiction!

Rating: 5 stars
Summary: Fun RPG
Review: I liked it. There are some useful thinking in it. I can't get the group to play 'Evercrack' though. ~sigh~ Well, I still liked it.

Rating: 5 stars
Summary: Perfect 3rd Ed book
Review: If you buy any 3rd Edition rule book this is the one to get. It is just shy of being completly self-containted. Unlike this book, anything produced from a 3rd party still requires the WOTC core books as a component to play. All the classic races and classes are here in this book. So far from what I can see is that it lacks only two things, monsters and advanced classes (providing that hasn't been acounted for the creation of the class system in this)

Not to mention the art is pretty nice in there too, a rarity in alot of these poorly illistrated RPG books and WOTC is guilty of the same thing.

Ahh, finaly an Everquest where Shadowknights and Paladins don't happily co-exist. An Everquest where an Iksar could logicly choose to be a rogue for adventuring beyond Kunark.

Rating: 4 stars
Summary: Good for fans of both EQ and DnD
Review: This book provides an interesting twist to the 3rd edition rules. There are both new concepts in this game and other parts of 3E thrown out.
For example, there are several damage types added to this game like acid and electricity. This leads to new spells and character development rules to accomodate.
On the other side, taken away are magic-user's craft magic item feats. There is no scribe scroll or any other creation feat.
Fans of DnD can enjoy the new way of looking at classes, from an EQ perspective. However beware of the races, the balancing on racial modifiers, bonuses and penalties are only for the most avid RP'ers. In my opinion the races are far from being balanced.
Probably the best part of the conversion from EQ online to pencil-paper game is the spells. The writers did a fantastic job trying to maintain all of the spells from original to luclin expansion. EQ fans should be pleased to know that they are all useful now also! It's neat to see some life put into some of the really stupid spells from the online game.
Happy adventuring.

Rating: 5 stars
Summary: EverQuest RPG
Review: This game from Sword and Sorcery Studios is great for all type of roleplayers from beginners to advanced. The game, based on the EverQuest computer game, takes roleplayers into the actual realm of Norrath.

As a player, you are offered a variety of races from the EQ game. You can play races such as the Dark Elves, Erudites, and Vah Shir. Each picks a class to play from the game such as the Enchanter, Beastlord, and Shadow Knight. Characters are then given points to spend on their skills and some character classes can cast spells or songs, as in the computer game.

The game uses the familiar d20 system used by Dungeons and Dragons 3rd Edition with some slight differences. One of them being instead of rolling your attributes, you spend points to buy them. The game even gives you a conversion chart to create your PC character into a roleplaying character.

The book is full color, over 400 plus pages, hardbound, and has great art of scenes from the EQ world, but great writing as well. The price is cheaper than most roleplaying games that large and it is worth every penny. For Dungeons and Dragons fans, the character classes can be easily used in your own games or you can bring D&D characters into the world of EverQuest.

This book is a must buy for all EverQuest fans, fantasy gamer fans, and fantasy fans alike.

Rating: 1 stars
Summary: WARNING
Review: Warning to those who have or are thinking of ordering this book. I just received mine and it has duplicate pages in it in addition to about 30 missing pages that contain the bulk of the character classes. Other than this small but impossibly large problem, the book is OK, just wish I knew something of the classes available to play. The binding is typical of White Wolf studios. Sub-Standard.

Rating: 5 stars
Summary: A Great Book !!
Review: What can I say 400 pages full color for only [$$$], in todays RPG market that's a great deal. Well layed out easy to find information. An excellent job bringing Norrath to the table top. Can hardly wait to see more. Thanks SSS !!


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