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Final Fantasy VIII PC Official Strategy Guide (PC GAME BOOKS)

BradyGames

Final Fantasy VIII PC Official Strategy Guide (PC GAME BOOKS) BradyGames List Price: $19.99
By: BRADY GAMES
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Customer Reviews:
Total reviews: 117 Average rating: 4.0 of 5

Just the thing for the new SeeD Member 5 out of 5 stars.
1 of 1 people found this review helpful.

As a long-time fan of the Final Fantasy series, it was with great joy that I intended to give a copy of Final Fantasy VIII to my niece. Given the intermittent access that she has to the PS2 at home, the strategy guide was a needed piece for the gift, else she completely lose her place between sessions. Imagine my horror when, a week before her birthday, the copy I had was destroyed in a terrible coffee accident...

As guides go it's thorough and detailed; the included bestiary becomes of great use in the later game, when elemental weaknesses can be the key to victory. The maps are solid and clear and the step-by-step nature of the book makes it ideal for session-based play. She was thrilled with the gift, and I was thrilled with the promptness of its arrival.

beautiful 5 out of 5 stars.
0 of 1 people found this review helpful.

fast shipping, perfect condition, all around great, happy with my purchase. I know generic comment but I can't think of any other way to describe it

Editorial Review:

BradyGAMES Final Fantasy VIII PC Official Strategy Guide features a Detailed Walkthrough, Over 450 Full-Color Maps, Item & Magic Lists, Complete Bestiary, and Boss Strategies.

Threats of the Galaxy (Star Wars Accessory)

Rodney Thompson, Eric Cagle, Gary Astleford, Robert J. Schwalb, John Snead, Patrick Stutzman

Threats of the Galaxy (Star Wars Accessory) Rodney Thompson, Eric Cagle, Gary Astleford, Robert J. Schwalb, John Snead, Patrick Stutzman Amazon Price: $23.07
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Customer Reviews:
Total reviews: 15 Average rating: 3.5 of 5

Enemies for Your Game 4 out of 5 stars.
3 of 3 people found this review helpful.

What "Threats of the Galaxy" provides is tons of character types and a few creatures and droids for your characters to beat up and dispose of. You could think of this as the Monster Manual for the Star Wars universe. GMs will find this to be very useful for their campaigns. However, there isn't much help for scaling the levels of NPCs or creatures, so you'll still have to bit of work. Also, there isn't much support for creating your own characters or creatures. You'll have to hunt and peck for types of characters that will be able to match the levels of the characters in your campaign. It's a bit of inconvenience, but the characters that are in this book are very solid.

Editorial Review:

Ready-to-play characters, creatures, and droids for your Star Wars campaign.

This supplement gives Gamemasters an assortment of galactic denizens to populate their Star Wars Roleplaying Game adventures. Nowhere will you find a more useful hive of scum and villainy! This book presents scores of nefarious characters, fearsome creatures, and droids of various levels and across all Star Wars eras. Each character, creature, and droid entry includes game statistics, tactics, and encounter tips.

Demonweb: A D&D Miniatures Booster Expansion (D&D Miniatures Product)

Demonweb: A D&D Miniatures Booster Expansion (D&D Miniatures Product) Amazon Price: $14.69
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Editorial Review:

Iconic Dungeons & Dragons characters and monsters.

Evil drow and their demon servants battle mind flayers for control of the Underdark!

This latest D&D Miniatures Game release is designed for use with the Dungeons & Dragons Miniatures Game starter and includes D&D characters and iconic D&D monsters.

Each booster pack contains:

- Eight (8) randomized, pre-painted plastic miniatures
- A stat card for each figure, with D&D Miniatures Game statistics on one side and D&D Roleplaying Game statistics on the other
- A Demonweb set checklist

Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Gwendolyn F.M. Kestrel

Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Gwendolyn F.M. Kestrel List Price: $34.95
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Customer Reviews:
Total reviews: 26 Average rating: 3.0 of 5

I thought it was bad, but then it was invaluable! 3 out of 5 stars.
5 of 5 people found this review helpful.

In the beginning, after my original read of the MMIV, I had the same thoughts as many of the other reviews. The new stat blocks, being not like the old stat blocks, were a nusience to read. The extended information on ecology, encounters, knowledge, treasure, and whatnot, while kind of useful, sucked up space where more monsters could have been. And the endless inclusion of well-known monsters with class levels was just a waste of space. I mean, what DM worth their salt couldn't throw a few class levels on an orc or drow when they needed them?

And then there I was, ten minutes to my next session with a burning need to have a pair of lizardfolk barbarians fight my players. Yeah, I could have added some attack bonuses and whatnot on the fly, but then I realized, "Wait! I have the MMIV! That has more lizardfolk types than I could possibly need! And they're statistically correct!" Thusly, my game was saved.

Yes, any DM worth their salt can add a few class levels to monsters... if they have the time. For us more harried DMs, having pre-generated leveled monsters is a boon beyond reckoning. And the maps can be used over and over again. Certainly I've used a cavern map of mine at least four times with my current group. Each time it was the lair or corridor or ambush site of totally different creatures, and the group thought it cool each time. The geode caverns of the gnoll tribes could be used for any wilderness encounter, and etc.

The various encounter suggestions are excellent as well, as they occasionally provide ideas and adventure seeds. As I also play in the Realms and Eberron, suggestions for how monsters tie in to both places works on multiple levels, or can give people ideas on how monsters can fit into their own worlds.

As for the monsters themselves, I have to say I like 'em! I haven't had a chance to use a lot of them, because I have over a dozen monster books, and there's only so much death you can throw at your players in a single session. However, there were some excellent constructs, fey, and plants, always favorites of mine, in addition to some nasty oozes, elementals, and aberrations. I don't often use demons, devils, and various outsiders that often, so I can only say they look suitibly evil/good/neutral.

The reason this book gets three stars instead of higher, is that there are less monsters for the buck, even though what is there is perhaps more useful. Also, switching the format for the stat blocks makes me sad, as I have to constantly search for the information I used to be able to find in a snap. Yes, perhaps I will eventually get used to the new format, but right now it just drives me up the wall.

Editorial Review:

Monster Manual IV is the most recent volume in the best-selling Monster Manual line. Sure to be popular with both Dungeonmasters and players, this supplement to the D&D® game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms® or Eberron® campaign. This product is tied to 2006’s Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.

Dark Heresy: Disciples of the Dark Gods (Dark Heresy)

Fantasy Flight Games

Dark Heresy: Disciples of the Dark Gods (Dark Heresy) Fantasy Flight Games Amazon Price: $32.97
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By: Fantasy Flight Games

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Editorial Review:

Dark conspiracies, blasphemous cults, and corrupting chaotic powers are ever present threats to the Imperium. Yet searching out such hidden horrors is the task of the Inquisition, for who else will save mankind from these threats? Disciples of the Dark Gods features in-depth descriptions of a variety of cults, organizations, and factions for Acolytes and Inquisitors to infiltrate and expose, plus backgrounds on internal feuds, factionalism, and personal rivalries that constantly threaten to weaken the God-emperor's domain, as well as complete descriptions of eight of the most notorious and dangerous villains at large and declared Excommunicate Tratoris. Also included is "The House of Dust and Ash" - a scenario for experienced Acolytes with an exciting mix of action, horror, and investigation. Not for the faint-hearted!

Heroes of Horror (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

James Wyatt, Ari Marmell, C.A. Suleiman

Heroes of Horror (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) James Wyatt, Ari Marmell, C.A. Suleiman Amazon Price: $19.77
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Customer Reviews:
Total reviews: 19 Average rating: 4.5 of 5

Some useful ideas but nothing exceptional 3 out of 5 stars.
4 of 7 people found this review helpful.

This book has some useful ideas but nothing really great in my opinion. I do have better Ravenloft material concerning horror campaigns.

Veteran horror GM says...average 3 out of 5 stars.
3 of 3 people found this review helpful.

I've been running various horror themed tabletop RPGs for over a decade. This book is decent, but lacked a lot of depth about the nature of horror and fear that would benefit people who have never played or written a horror campaign. If you want to learn how to write good horror adventures for a tabletop RPG - go read through the rulebooks for Call of Cthulhu, then read a couple of H.P. Lovecraft's short stories.
This book gets 3 stars because it is above average quality for a D20 supplement book, and provides a base level of info for someone new to horror - just to get a basic idea. However, any long time veterans of horror rpgs will really only find value in the "specific to D&D" material (new classes, spells, items). To properly WRITE a horror adventure study Call of Cthulhu rulebook (virtually a how-to for writing horror adventures including a lot of the what's and why's) Think of Call of Cthulhu the "phonetics" of horror, while this supplement is more of a simple vocab lesson that becomes much more relevant when you understand WHY its scary, and WHAT can make it scarier - yet still be fun.
Those new to horror will probably like it since writing for a horror campaign is rather different than the usual D&D style - so this supplement will seem quite informative, fresh, and often inspirational. Once you delve into Lovecraft's writings you will then see a bigger picture, and realise the limited scope of this book. It's really a matter of how good and intense you want your adventures to be.

Editorial Review:

The essential handbook integrating fear and horror into Dungeons & Dragons® play.
 

Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness & tension into their existing campaigns. Players can develop heroes or anti-heroes using new feats, new spells, new base classes and prestige classes, and new magic items. The book presents new mechanics for different types of horror, including rules for dread and tainted characters, as well as plenty of new horrific monsters and adventure seeds. Different types and genres of horror are discussed in detail.

Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Ed Stark, Chris Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford

Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Ed Stark, Chris Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 6 Average rating: 3.0 of 5

Shadowstrikers! 4 out of 5 stars.
19 of 20 people found this review helpful.

I quite like Complete Champion, which offers more depth on the major D&D religions, some cool feats and alternative class features, spells, and magic items. I didn't think too much of the prestige classes, but I rarely find prestige classes very compelling. Then again, I thought the "Shadowstrikers" have a very cool flavor: sort of a military alliance between the churches of Pelor and Heironious out to save the world. The Summon Holy Symbol and Metal Fang were a couple of handy spells that, upon reflection, should've come out years ago. The new feats include Domain Feats, each one associated with a particular domain that the cleric has to have to take it. The new reserve feat associated with healing (Touch of Healing) could revolutionize how some parties approach healing between battles: so long as you keep a 2nd level or higher cure spell in reserve, you can slowly heal your buddies up to half their total hp without casting a spell or expending a charge off a wand. (The feat is particularly useful for druids and bards.) The Holy Warrior feat is a personal favorite (constant boost to damage, but you need access to the War domain). An earlier review suggested that the book is only helpful for paladins: I couldn't disagree more. There is a divine-style alternative class feature for every class: the ones for ranger I thought were cool, and there are options for fighter and monk that enable them to align their weapons/unarmed attacks without needing a cleric to cast Align Weapon. Most of the magic items work for anybody, although some are only for druids, clerics, or paladins. The rules for joining church organizations, whether or not you're a cleric or paladin, have some neat little benefits: I thought the 1st rank benefits for followers of Moradin (+5 movement for only 500 gp and some easy criteria) is a good example of something any dwarf would appreciate. All in all, I really liked it.

Editorial Review:

Complete Champion focuses on the divine champion and provides new rules options for characters who enjoy battling for a cause, defeating foes with divine magic, and going on quests that mean more than simply defeating the bad guy and grabbing the treasure. Complete Champion also helps Dungeon Masters run quest-themed campaigns and adventures.

In addition to providing various archetypes for characters, Complete Champion includes new feats and prestige classes. This book features dozens of deity- and belief-themed organizations, turning religion and holy (or unholy) power into something characters of all classes can use.

Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Ari Marmell, Skip Williams

Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Ari Marmell, Skip Williams Amazon Price: $26.96
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Customer Reviews:
Total reviews: 15 Average rating: 4.0 of 5

Editorial Review:

Complete Mage
A Player’s Guide to All Things Arcane


Skip Williams Penny Williams
Ari Marmell Kolja Raven Liquette

Arcane Power at Your Fingertips

Every sentient creature is born with some potential to work magic. However, true mastery of arcane magic requires skill, practice, and power beyond the reach of common folk–specifically, the power to harness raw magic and shape it into a desired effect. You are among those gifted few who have learned to channel arcane magic, shaping it to serve your creative or destructive whims.

This D&D® supplement is intended for players and Dungeon Masters. In addition to providing the definitive treatise on arcane magic, it expands the character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen. Herein you’ll find never-before-seen prestige classes, spells and invocations, magic items, alchemical items, heritage feats, and reserve feats (a new type of feat that grants special abilities to those who remain charged with magical power). Alternative class features give other character classes–from the barbarian to the rogue–a little taste of what it’s like to be an arcanist without sacrificing their core identities.


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™

The World of Darkness

White Wolf Game Studio

The World of Darkness White Wolf Game Studio Amazon Price: $16.49
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Customer Reviews:
Total reviews: 28 Average rating: 4.0 of 5

Forget 4th edition D&D, here's the beef 5 out of 5 stars.
0 of 0 people found this review helpful.

Ok so it's not a fantasy setting but a horror setting. With a little twiking, it can be that or anything.
I played the world of darkness setting from the beginning so when the new one (this one) came out I spent over two years before I would look at it let alone buy it. BIG mistake! This is one of the most eleqante systems out there. What makes this truly amazing is that even my 70 year old mother can learn this game in under a couple of hours and yet the game does not suffer from being too simple (ie "4th edition D&D). Perhaps what makes this game stand above D&D is that YOU make the character you want. There is no rolling of the dice to determine your scores. You want a 5 strength? then do it.

Editorial Review:

Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.
Abandon Hope All Who Enter
The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character's experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows. Hardcover. Page Count: 224

Passage to Dawn (Forgotten Realms: Legacy of the Drow, Book 4)

R. A. Salvatore

Passage to Dawn (Forgotten Realms: Legacy of the Drow, Book 4) R. A. Salvatore Amazon Price: $7.99
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Customer Reviews:
Total reviews: 110 Average rating: 4.0 of 5

Passage to Dawn (Forgotten Realms: The Legend Of Drizzt 4 out of 5 stars.
0 of 0 people found this review helpful.

The story flowed nicely. Full of action and personal glimpses of the characters struggles. Ending I hoped for more. Look forward to the next book.

Salvatore strikes again 5 out of 5 stars.
0 of 0 people found this review helpful.

I am loving this entire series and have been completely enthralled with this world he has created. Can't wait until I receive the next one.

Editorial Review:

Passage to Dawn

Six years. Not so long in the lifespan of a drow. And yet -- in counting the months, the weeks, the days, the hours -- it seemed to me as if I had been away from Mithral Hall a hundred times that number. The place was another lifetime, another way of life, a mere stepping stone to. . .

To what? To where?

I ride the waves along the Sword Coast now, the wind and spray in my face. My ceiling is the rush of clouds and the canopy of stars; my floor, the creaking boards of a swift, well-weathered ship. Beyond that lies the azure blanket, flat and still, heaving and rolling, hissing in the rain and exploding under the fall of a breaching whale.

Is this, then, my home?

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