General Books - Page 3

MagicBeanDip.com

Page 3 of 63 - Go to page: 1 2 3 4 5 6 7 8 14

The World of Darkness

White Wolf Game Studio

The World of Darkness White Wolf Game Studio Amazon Price: $16.49
List Price: $24.99
Usually ships in 24 hours
By: White Wolf Publishing
Amazon Marketplace: 43 new & used starting at $12.39

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

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

Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

David Noonan

Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) David Noonan List Price: $34.95
By: Wizards of the Coast
Amazon Marketplace: 19 new & used starting at $19.79

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 37 Average rating: 4.0 of 5

A Risk Worth Taking 5 out of 5 stars.
2 of 3 people found this review helpful.

When I originally heard about this book, I was worried. I thought about how poorly they made Dungeon Master's Guide 2. However, this book turned out great! They added some great new classes and prestige classes. They really add to the game.

One thing that's really nice is that it's not needed, but it just adds a couple new dimensions to the game.

I will admit that I'm a sucker for more options and variant rules, so you should check this book out before you buy it. You might not think some of the additions are worth it.

Editorial Review:

The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.

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
By: Wizards of the Coast
Amazon Marketplace: 30 new & used starting at $7.24

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

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.

Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement)

Richard Baker, Joseph Carriker, Jennifer Clarke-Wilkes

Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement) Richard Baker, Joseph Carriker, Jennifer Clarke-Wilkes Amazon Price: $23.07
List Price: $34.95
In stock soon. Order now to get in line. First come, first served.
By: Wizards of the Coast
Amazon Marketplace: 19 new & used starting at $6.75

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 14 Average rating: 4.5 of 5

Not My Favorite 2 out of 5 stars.
8 of 10 people found this review helpful.

All right. I've been looking forward to this book for a long time. I've heard great things about Frostburn. I had a positive reaction to Sandstorm. This is the third book in the environment series and it deals with one of my great loves . . . the sea.

So how did Richard Baker, Joseph D. Carriker, Jr., and Jennifer Clarke Wilkes do? Did this Wizards of the Coast book meet my (admittedly high) expectations?
Well, no.

I can't recommend this book. I wouldn't have bought it but that's because it fell woefully short on the only areas I'm likely to use. Your game might differ, so lets discuss what they book actually contains.

Chapter One discusses the uses of this book and the type adventures a GM might run. This discusses aquatic adventures, planar adventures and the like. The chapter ends with a discussion of a stripped down narrative way of handling naval combat, under the premise that in a D&D campaign, naval combat won't be exciting for the players (this is the first time I disagreed with a premise of the book).

Chapter Two contains four "new" aquatic races. Now, the Aquatic Elf is an old D&D standby, but please, WotC, enough already. I've got more sapient races in my D&D games than I know what to do with. I've got enough. Stop deluging me. Races are getting as bad Prestige Classes.
The second half of the chapter deals with existing races and their interaction with the seas. This is more in line with what I wanted.
Chapter Three is classes. The first half deals with class variations, such as how to handle an sea-based druid. This is what these books should be about. The second half deals with Prestige classes.

Sigh. Those who follow my reviews know my deep hatred of Prestige Class proliferation. Now this book had a shot of getting a pass from me like Waterdeep. I mean, the sea is an alien environment. A few new prestige classes might be a must, especially dealing with characters that actually live or work underwater.

They had seven. Seven!

I think I'm going to swallow my tongue.

Chapter 4 has the same problem as the previous two. It begins with some expansions to skill rulings, which is delightful. Then it moves on to continue Feat proliferation. Twenty-Three new feats by my count. Really, isn't there a Betty Ford program for these people? A few, like sea legs, I can see. Now stop it.

Chapter 5 deals with ships and equipment. This is the chapter that made me want to toss the book. I'll get back to it later.

Chapter 6, Spells and Magic Items. You guessed it. Spell proliferation. Has anyone explained to these people that there's a point where "crunchy bits" become "soggy bits?" They also have new psionic powers, which was novel enough for me to be charmed (I don't have a psionic proliferation issue, but I have faith WotC will get me there eventually). New magic items are good. I think my favorite part here was the new Epic spells. Hey, high-level campaigns don't get a lot of love from game companies.

Chapter 7 is monsters. New monsters don't dilute or unbalance a game (yet) and this is a new environment, so huzzah. Some of the monsters, like the hippocampus, are a bit familiar as well, and I welcome them back.
Chapter 8 is adventure locales. I've enjoyed this chapter in the previous books, and this one is no exception. Hear that? I liked the last two chapters.

So, let's discuss the book overall.

Half of it is filled with stuff (Chapters 2-4, plus 6), for which I frankly have no use. What are the odds of one of these prestige classes ever making it into one of my games. Compare to the hundreds of prestige classes out there and honestly tell me why I'd be willing to pay for that paper and ink. The same is true for races and feats and spells. WotC needs to learn to pick their battles. If these chapters were focused, like a laser, instead of this scattershot approach, drowning us in game mechanics, I would have liked them. They aren't. So half the book is all but useless to me.

Now we get to two deeper issues, however.

First of all, research. I felt like a lot of research went into this product, there was all sorts of things that I didn't know, and I'm a bit of a nautical buff. Still, the things I did know often have glaring omissions. It's as if they wrote rules without thinking them through, or as if they didn't fully understand the implications of what they wrote.
Let me give you a couple examples.

First of all, there's the sinking ship. Now they have rules based on such facts as how much damage the ship has taken, and a ship can sink very fast with these rules. Still, they never mentioned that ships are made out of wood (at least most ships a PC will see). A real age of sail ship wouldn't typically sink quickly. They'd sink until their deck was a foot or two below the surface and stay that way for an hour or more, until the wood became water-logged enough that it went down the rest of the way (they might sink fast if they were very heavily laden, but the book doesn't address that). Now, this is an extremely important fact, one that would radically change the way a sinking ship is handled by the players, but it's never mentioned at all. If they had just spent one sentence on that fact then the DM could have used those rules to model it and this would have been a usable rule. Either they didn't research enough to understand this or they didn't think it important to tell the reader. Either way, the book doesn't get you the information you need. Since I found one important fact missing in an area I knew about, I now doubt the stuff I didn't know.

A second example. They use age of sail ships and they have some cannons, but they also have much older ship weaponry, the kind that you can't use from an age of sail ship. I don't see where they ever mentioned that you can't use a catapult from most of the ships in this book without damaging the rigging. They discuss that there might not be gunpowder on some worlds, ruling out cannons, but they never give an alternative. The ships on this book are designed based on a level of ship technology that can't evolve without cannons. If you are going to say that they might not have cannons, a reasonable alternative is needed, and in a game with little one-shot alchemist items in the PH, it would seem they could produce something. Heck, Wizards, back when it was TSR, actually published an article in Dragon where they discussed this problem (They owned Dragon back then if I have the time line correct). Someone at the company should know their intellectual property better than I do. Again, it's like they didn't follow through.

But this isn't the biggest problem for me. I'm used to companies screwing up ships.

No, the biggest problem is you have a book built around water adventures. Your game might vary, but in my game 90% of the time I'd use that book I'd be dealing with a ship. The book has perhaps 20-30 pages that directly relates to ships. I don't see anything in there what would improve my nautical game. I see very little in there that would improve anyone's nautical game. Instead of giving better rules for ship combat, they give sketchier ones. Instead of sprinkling the book with boxes describing details of ship life, they discuss world building logistics that are more likely to make your world more improbable. Instead of giving us useful ship data, they skimp over it with a minuscule treatment. They could have taken that old Dragon article, updated it straight to 3.5 and had a more useful book (and that article had a lot of problems of its own).

So you have to look and decide if this book is right for you. Maybe you need more aquatic races because your starting an exclusively underwater campaign. Maybe you want skimpier ship combat because you know your players will hate it. Maybe you don't intend to use the ships from this book (or don't need them, or only need one or two). If that's the case, this might be the book for you. It's not that it was poorly written, I've had this many problems with books and given them a recommendation. It's that this book's entire focus seems to be geared toward a different type of game than I would ever run.

Maybe you're the one it's focused at. If that's the case, buy it. If not, let it be.

Editorial Review:

A complete guide to playing D&D in sea and storm. The third in a series of beautifully
illustrated supplements focusing on play in specific environmental climes, Maelstrom™ contains rules on play in watery environments. Not only are rules for sea campaigns offered, but rules for including water environments in land-based D&D campaigns and dungeon adventures are also covered. Included is extensive information on lakes and rivers; hazards such as exposure, storms, and waterspouts; races, including non-aquatic races associated with the sea; equipment, including detailed deck plans for ships; monsters; magic, including psionic
elements; skills; feats; and more.

Expanded Psionics Handbook (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Bruce R. Cordell

Expanded Psionics Handbook (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Bruce R. Cordell List Price: $34.95
By: Wizards of the Coast
Amazon Marketplace: 12 new & used starting at $17.49

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 25 Average rating: 3.5 of 5

I give up...I mean...I just give up... 4 out of 5 stars.
6 of 42 people found this review helpful.

This one is 3.5 right? Hardcover. 224 pages - that's the most ever. Good enough right? WOTC is coming out with yet another hardcover psionic book on April 11, 2006, 160 pages. What the hell is that about? Psionics Handbook, Expanded Psionics, and now the most ironically entitled book I've heard since "The Closing of the American Mind" by Allan Bloom..."COMPLETE PSIONICS". I kid you not. And WOTC says it's supposed to "COMPLEMENT" the Expanded Psionics book. So if it complements that book and has 64 pages less, it's hardly frikkin' COMPLETE NOW IS IT!!!

Editorial Review:

Tap into the power of the mind.

Through sheer force of will, a psionic character can unleash awesome powers that rival any physical force or magical energy. Within these pages, you will discover the secrets of unlocking the magic of the mind -- the art of psionics.

With updated and increased content, including a newly balanced psionics power system, the Expanded Psionics Handbook easily integrates psionic characters, powers, and monsters into any Dungeons & Dragons campaign.

To use this supplement, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)

Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, James Wyatt

Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, James Wyatt Amazon Price: $17.79
List Price: $26.95
In stock soon. Order now to get in line. First come, first served.
By: Wizards of the Coast
Amazon Marketplace: 39 new & used starting at $4.19

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 14 Average rating: 2.5 of 5

Editorial Review:

Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:

A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles.

Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor.

Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops.

Rules for vehicle combat on land, sea, and air.

Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.

To use this accessory, a Dungeon Master also needs the Player’s Handbook and the Dungeon Master’s Guide. A player needs only the Player’s Handbook.

The Draconomicon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Andy Collins, James Wyatt, Skip Williams

The Draconomicon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Andy Collins, James Wyatt, Skip Williams List Price: $39.95
By: Wizards of the Coast
Amazon Marketplace: 31 new & used starting at $7.33

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 34 Average rating: 4.0 of 5

good delivery and good quality 5 out of 5 stars.
3 of 10 people found this review helpful.

i am satisfied with the product and the delivery. Everything was good!

Editorial Review:

The Book of Dragons

This title takes a comprehensive look at the dragons of the D&D world from a variety of perspectives. It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.

There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.

To use this supplement, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

Player's Handbook: Core Rulebook I (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)

Monte Cook, Jonathan Tweet, Skip Williams

Player's Handbook: Core Rulebook I (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Monte Cook, Jonathan Tweet, Skip Williams List Price: $29.95
By: Wizards of the Coast
Amazon Marketplace: 121 new & used starting at $3.40

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 382 Average rating: 4.5 of 5

Editorial Review:

Each of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.

Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.

Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)

Ed Bonny, Skip Williams, Jeff Grubb, Rich Redman, Steve Winter

Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Ed Bonny, Skip Williams, Jeff Grubb, Rich Redman, Steve Winter List Price: $34.95
By: Wizards of the Coast
Amazon Marketplace: 53 new & used starting at $5.99

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Magic
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS

Customer Reviews:
Total reviews: 26 Average rating: 4.0 of 5

MMII is not 3.5 Compliant 3 out of 5 stars.
15 of 17 people found this review helpful.

A good book for its time, but DMs should take note that this book is dated. Monster description blocks are not 3.5 compliant. This means that the monster's Base Attack Bonus is not clearly listed, nor is the Grapple bonus (although most Swallow Whole descriptions define this variable). Also, Damage Reduction has changed significantly, so be prepared to make some on-the-fly adjustments. Otherwise I would say that this book is very usable at all levels.

Editorial Review:

Even Greater Threats Await!

As heroes grow in power, they seek out more formidable adversaries. Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign.

This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, Monster Manual II provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives.

To use this supplement, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.

Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Wizards Of The Coast

Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Wizards Of The Coast Amazon Price: $23.07
List Price: $34.95
In stock soon. Order now to get in line. First come, first served.
By: Wizards of the Coast
Amazon Marketplace: 35 new & used starting at $12.85

Buy at Amazon.com

Browse similar items by category:
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General
Subjects -> Entertainment -> Puzzles & Games -> Role Playing & Fantasy -> General AAS
Subjects -> Entertainment -> Puzzles & Games -> General

Customer Reviews:
Total reviews: 22 Average rating: 4.0 of 5

Useful if your careful 3 out of 5 stars.
1 of 1 people found this review helpful.

There are many imaginative creatures within the MMIII and I have enjoyed using the new Lizardfolk and Voidminded Creatures. Having more creatures for your adventures is always helpful to keep your players challenged but this book suffers from one major problem. The creatures tend to be under rated and therefore can be extremely deadly if you use the CR ratings in the book to balance your fights. Easily overcomed if you take the time to review the creatures you are using to make sure they fit what you have planned.

Editorial Review:

An indispensable resource containing more than 100 new monsters for any Dungeons & Dragons© game.
This supplement to the D&D game provides descriptions for a vast array of new creatures. Several design changes have been implemented from previous monster titles due to fan feedback. Each monster will now be illustrated, and each entry will now begin at the top of its own page. Both of these changes are meant to facilitate faster gameplay. There will also be details on how to include any creature in a Forgotten Realms© or Eberron campaign.

Page 3 of 63 - Go to page: 1 2 3 4 5 6 7 8 14

Return to MagicBeanDip.com

This page was created in 1.4776 seconds.