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Halls of the Giant Kings: DU1 - Dungeon Tiles (D&D Accessory)

Halls of the Giant Kings: DU1 - Dungeon Tiles (D&D Accessory) List Price: $9.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 5 Average rating: 4.0 of 5

A Great Value for $10 4 out of 5 stars.
6 of 9 people found this review helpful.

If you love D&D and 4E, spend your spare $10 on this rather than on the Dungeons & Dragons Character Record Sheets: Roleplaying Game Character Sheets, 4th Edition. You'll find these tiles much more useful and a much better value. And unlike the latter, this one actually underexaggerates its page count (says "1", but there are 6 two-sided tile sheets with over 40 tiles, large and small). Although "Halls of the Giant Kings" begins a new Dungeon Tiles product line, you won't find it much different than the previous "DT" line of tiles. Just a new new style cover, but the tiles have the same weight and texture as previous releases.

Although, as the title indicates, the illustrations of many of the tiles suggest scenarios for halls of, um, giant kings, a good number of them are very generic stone floors, objects, rubble, glyphs and so on. This makes DU1 suitable for most simple dungeon crawls, something missing from many recent DT releases now that DT1 is long out of print. In short: great value for the money.

Editorial Review:

Illustrated cardstock terrain tiles for use with the Dungeons & Dragons® Roleplaying Game.

These tiles add a new dimension to D&D games and gives Dungeon Masters an easy and inexpensive way to include great-looking terrain for their games. This set provides ready-to-use, configurable tiles with which to build exciting dungeons and strongholds designed for use with Large and Huge D&D miniatures.

This accessory for the Dungeons & Dragons Roleplaying Game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock.

Tome of Battle: The Book of Nine Swords (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Richard Baker, Frank Brunner, Joseph Carriker Jr.

Tome of Battle: The Book of Nine Swords (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Richard Baker, Frank Brunner, Joseph Carriker Jr. Amazon Price: $23.96
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Customer Reviews:
Total reviews: 33 Average rating: 4.0 of 5

broken but fun (review is for ppl who know the game) 3 out of 5 stars.
5 of 5 people found this review helpful.

I haven't totally devoured the entire book. However, i am currently playing a third level Warblade (class level of four) in a very active campaign. I made sure to OK the class with the DM before using it. I made sure he was aware of how some people declare the class is broken, but he said it would be fine.

I have to admit, i didn't think it was broken until i had taken a few levels in the class. In short, my character just seems over powered, in combat. At the cost of next to nothing, he can add an extra d6 of damage to every other attack...and that is only one of the five "maneuvers" he has in his repertoire. As he continues to level, the amount of extra damage dice continues to climb. Along with these dice come other perks, such as disallowing your enemy to move for a round, or to bypass damage reduction. It just seems too easy to accomplish spell-like abilities for no real cost to the character.

It feels as though these maneuvers not only take the place of figher feats, they are far superior to them. Also, the Warblade gets some pretty decent class features, that make it almost swashbuckelerish, without any real penalties. My character is a Dwarven tank.

I should note that we are playing a rather high powered campaign. Strength and Constitution are both 18 and he has points in Intelligence to aid with the class abilities of the Warblade. He also has no negative modifiers on any of his abilities (all are 10 or above). However, all other characters were made using the same sytem.

I certainly wouldn't say the book is bad. The system they lay out for maneuvers and stances works and is consistent. I certainly have fun playing the axe-wielding cuisinart who mops up the bad guys. Our campaign has a deep enough storyline that just excelling in combat doesn't make for an over-powered character compared to the other characters.

But just be warned, that if you have a large party, with more than one front-line fighter, there may be some jealous glances thrown the way of your Warblade. And if your players aren't mature enough, you may find some arguments breaking out.

Editorial Review:

Tome of Battle introduces a new combat subsystem for the D&D game. Tome of Battle introduces new rules for players who want new and interesting combat options for their characters. The nine martial disciplines presented within allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects. Three new martial adept base classes are presented that allow a character to develop their discipline even further. Also included are new feats and prestige classes that build on the disciplines, new magic items and spells, and new monster and organizations.

Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Mike Mcartor, Wesley Schneider

Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Mike Mcartor, Wesley Schneider List Price: $29.95
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Customer Reviews:
Total reviews: 25 Average rating: 4.0 of 5

great buy 5 out of 5 stars.
1 of 1 people found this review helpful.

This book is pretty good. It is unreasonable to expect that every person is going to use every bit of this book. No one has that much time, or that many characters. Unless of course your characters are suicidal and you roll up a new one every session. To me, if you can pick up a supplement book, pluck out a few classes, feats, and some other good information out of it, chances are its a good buy. Especially considering you can bring that to your gaming group and someone else there might like something that you didn't have a use for. The prestige classes are pretty interesting in terms of class abilities, but I wasn't crazy about them. The enrichment material at the front of the book is excellent though, just like the stuff in PHB2. Solid gold for helping you role-play or just concept a character. The feats and skill tricks presented in this book are also good. In my current campaign I play a Scout (from Complete Adventurer) and I like the character a lot. The problem was, I wasn't getting the full statistical output that my character's personality supports. With the feats in this book, I was able to customize my character by multiclassing in some things without losing some of the Scout class ability progression, which let me make the character into who I felt he should be. The book also has many other feats that make it a lot more appealing to multiclass with levels in a Scoundrel-type class. The skill tricks also add a lot of flavor to your character as well as giving them some cool abilities like some feats give, but with the limitation that they can be used once per day. The book isn't all for the Rogue type, though. It has a fair amount of prestige classes and feats and skill tricks for various casters. To name a few, this book contains the Grey Guard prestige class, sort of like a Paladin with less remorse and more freedom of action. It also has a skill trick that lets anyone with 5 ranks in the Heal skill heal some damage when they stabilize. All in all, I won't use everything in this book, but I will use a good amount of it and it is likely that some of my other players will, too.

Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Bruce R. Cordell, Kolja Raven Liquette, Travis Stout

Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Bruce R. Cordell, Kolja Raven Liquette, Travis Stout Amazon Price: $23.07
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Customer Reviews:
Total reviews: 19 Average rating: 3.5 of 5

Fundamentally flawed. 2 out of 5 stars.
10 of 19 people found this review helpful.

This book, while pretty as always, falls way behind WotC's usual standard. The amount of actual content in here could have filled a Dragon article and then it was packed with 50 so-so examples.

Please note: In order to use a legacy item, you must take a feat at 5th level. NO character gains a free feat at 5th level. 1st, 3rd, 6th, etc. So this sets back the rules by a level, which are subpar compared against the magical weapons available at those levels anyway. Am I the only one who noticed?

Editorial Review:

The ultimate guide to magic items-especially weapons-of rich heritage. Weapons of Legacy™ provides a wealth of information on magical weapons with rich histories. The book includes many pre-defined weapons, outlining their names, history, powers, stats, necessary rituals for unlocking their powers, and adventure hooks. How the weapons can gain power is discussed, as well as the feats with which they might be used. Also included are discussions of other magic items such as magic armor, rings, and staves.

Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Richard Baker

Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Richard Baker List Price: $29.95
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Customer Reviews:
Total reviews: 28 Average rating: 3.5 of 5

Yep, totally broken 3 out of 5 stars.
3 of 3 people found this review helpful.

This book is crazy overpowered. The Warlock class slowly makes itself invincible level by level. They've got too many hp's, too many save bonuses, too much armor, and they can imbue items w/o the item creation feats???????? WHAT???

Warlocks make clerics look like sissies, and they're not nearly as broken as the prestige classes. This book is great for Players whose DM's have an annoying habit of killing or screwing over their players, but it's a headache for the DM since you have to plan every dungeon and battle around super overpowered casters with no weaknesses.

Dual wand weild--a bard wand user can cast cure critical wounds and fireball every round...

Editorial Review:

A new sourcebook outlining the use of arcane magic by any D&D character.
Complete Arcane provides Dungeons & Dragons© players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. It explains how magic affects life and gameplay in the D&D world, adding dimension to one of the most unique and popular aspects of roleplaying. Complete Arcane also contains a wealth of material for traditionally non-magical characters, so the tips and data provided will assist all class types. In addition to new feats, spells, prestige classes, and magic items, this title adds new and revised core classes to a player's character choices. There are also new arcane-related monsters and information on how to fight, join, or summon each one.

Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement)

David Noonan, Will McDermott, Stephen Schubert

Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) David Noonan, Will McDermott, Stephen Schubert Amazon Price: $19.77
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Customer Reviews:
Total reviews: 12 Average rating: 4.5 of 5

A creative and insightful resource for D&D 4 out of 5 stars.
9 of 9 people found this review helpful.

I'm sure I'm not the only one who thinks there's nothing more epic and exciting in a RPG than war. Well this book does a pretty good job of laying the groundwork for a campaign based around battles. It's not all straightforward battlefield stuff either, a lot has to do with different tactics during war.
Things like cutting the enemy's supply lines, battlefield espionage, siege weapons, arrow volleys, etc. It also has what is definitely the best and simplest system for battlefield morale that I've seen (and it's compatable with the D&D miniatures rules) and explains how Leadership and one's rank in the military play into things.
Most of the feats and prestige classes are boring (though the combat medic is excellent) and some of the spells are very interesting. Overall it is an excellent resource.
The only reason I am giving it 4 stars is that it's all very situational, and in a standard campaign none of this will get used. For a campaign that involves medieval warfare and big battles, it earns its pricetag, which I can say for less and less of WoTC's product line of late.

Editorial Review:

The essential handbook integrating war and battlefield action into D&D® play. Heroes of Battle™ provides everything one needs to know to play a battle-oriented D&D campaign. Players can build military characters with new feats, spells, uses for traditional spells, and prestige classes. Information is given on tools specific to the battlefield, including siege engines, weapons, magic items, steeds, and other exotic mounts. Battlefield terrain aspects are discussed with plenty of illustrative maps and new rules. Specific types of battlefield encounters are discussed in detail, and the book provides specific detail on designing battlefields.

Power of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement)

Ed Greenwood, Eric L. Boyd

Power of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement) Ed Greenwood, Eric L. Boyd Amazon Price: $19.77
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Customer Reviews:
Total reviews: 10 Average rating: 2.5 of 5

Power delivers on many areas for role playing but... 4 out of 5 stars.
7 of 10 people found this review helpful.

Power of Faerun
Written by Ed Greenwood and Eric L. Boyd
Published by Wizards of the Coast
www.wizards.com/forgottenrealms
160 full color pages
Hardback
ISBN 10: 0-7869-3910-9
$29.95

Power of Faerun is devoted to bringing the game outside the dungeon and to the courts, churches and wilderness by focusing on areas of character growth that while involving power, often involve power of a sort not traditionally associated with Dungeons and Dragons characters.

Ed Greenwood and Eric L. Boyd are two of the best scribes of Forgotten Realms material and while the game mechanics fall flat more often than not, thankfully the majority of the book is in the form of non-game mechanics with background details.

Interior artists include Lucio Parrillo, who also handles the cover, as well as fan favorite William O'Connon along with others like Eric Deschamps, Francis Tsai and others. Kyle Hunter handles the cartography this time around and provides maps that are generally easy to read and easy to use.

The graphic design, like most of the Forgotten Realms books, is top notch. The yellowed parchment pages still look great even years latter. Use of sidebars with darker yellow easily catch the eyes. Chapter titles are at the top of the page centered while on the bottom are page numbers. Layout is standard two-column format and makes good use of white space despite the page within a page design of the book.

In terms of coverage, the book provides little bites on numerous areas. It starts off with wielding power in the courts and moves to the battlefield. From the battlefield to the churches. From the churches to the market. From the market to the wild frontier. From the frontier to patrolling the roads.

Each section provides use of the Leadership feat as well as how to `play' that type of game. For example, when looking at Keep the Faith, information on what religious leaders do, as well as methods of daily worship, are provided. One nice resource is the listing of Faith Specific Prestige Classes in one spot.

Notes on moving up the different ranks are included. Looking at the frontier section for example, provides information on being a vassal state or a fiefdom, how to hold a territory and how to fight off the various threats ranging from bandits and brigands to diseases and monsters.

Each section has it's own maps and NPCs to help the GM use the material right away. If you wanted some sample frontier strongholds, you have Wolfwatch Manor and Stormhawk Keep, each mapped out with an overview and numbered with details. Stormhawk for example has fifteen different locations from the Foreyard to the Feasting Hall.

The section on Play the Market provides Dabron Sashenstar, a high powered merchant prince and his unique mount as well as details on his challenge to the Iron Throne's hold on weapons trade in the Heartlands. A place where clever players can start with Dabron as a patron and perhaps move into their own efforts.


My favorite part is probably the section on the market. When reading one of Raymond Feist's books, there was a whole section with the characters working the market and effecting change on the setting not through swords, but through trade. It's an area that despite six years of an open game license, has rarely, if ever, been detailed. The only weakness is that the section relies on the user have the Dungeon Master's Guide II as it uses the rules for running a business.

From there it moves on to discussing challenges for high level characters. Some of these are obvious like working for or against deities. Regardless of character level, deities are often able to provide challenges. After deities the older dragons are another great adversary. The most interesting option for high level characters though, are other high level characters.

This involves the most work on the GM's part while providing the most dangerous options. For some GM's, it's almost too easy to customize a villain to counter a player, especially a player whose ultra-specialized in one field. Have a fantastic ability to deal death with a greatsword but a terrible fortitude save? Have awesome abilities with fire magic but no enchantment? Still, the advice on using rivals is a good place to get ideas.

Sometimes though, it's not the strength of an individual enemy, but rather, that enemy's horde that you have to worry about. Wizards of the Coast recently put their money where their mouth was with this idea and their adventure, The Red Hand of Doom, deals with adventurers fighting against humanoids and their masters, the dragons.

In addition to details on different character options, details on the Border Kingdoms are included. The Border kingdoms fill a useful role in being a place that the GM can manipulate for his own use, much in the way a similar named kingdom in the Warhammer setting can be used. A place where characters should be able to make long term changes.

Details are included for numerous parts of the land including Bedron, The Land of Two Princes, Owlhold and the Realm of the Ready Sword. Each section gets it's own brief details but is more or less there to provide the GM a place to put his own marker, much like say the Wilderlands of the old Judges Guild.

The book closes off a bit weak with a section on how to rule. This includes expanded Leadership scores and rules for bringing in, and losing cohorts and followers. It's a solid chapter but could be used for any campaign as opposed to just a Forgotten Realms game. Included with the expanded chart for Epic Leadership, are feats to augment leadership such as, yes, Epic Leadership and Born Leaders, a feat that provides a bonus to your leadership score and a bonus to your Influence modifier.

Power of Faerun is a solid book for any D&D campaign. While the specifics are Forgotten Realms, they can serve as examples for someone running a Greyhawk or Eberron game. The rules and methods of working for the church or fighting in the courts are often overlooked in the game and this book provides background information on ideas of what type of conflicts and rewards await those whose dungeon is a castle or cathedral.

Editorial Review:

Rule the Realms

You’ve survived countless deathtraps, slain hordes of monsters, and overthrown your fair share of petty warlords and would-be tyrants. Ever wonder what it would be like to hold sway as an influential member of the royal court, a mighty general, a powerful religious figure, or a successful merchant prince? Power of Faerûn shows players and Dungeon Masters how to play high-level characters and run high-level campaigns in the Realms. It presents worthy challenges and opportunities for heroes who have had their fill of crawling through caverns and plundering forsaken tombs.


For use with these Dungeons & Dragons® products
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Forgotten Realms Campaign Setting

Manual of the Planes (Dungeon & Dragons d20 3.0 Fantasy Roleplaying)

Jeff Grubb, Bruce R. Cordell, David Noonan

Manual of the Planes (Dungeon & Dragons d20 3.0 Fantasy Roleplaying) Jeff Grubb, Bruce R. Cordell, David Noonan List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 42 Average rating: 4.0 of 5

Manual of the Planes (of GREYHAWK)...be advised! 5 out of 5 stars.
5 of 5 people found this review helpful.

If you will excuse a brief rant before I begin--why oh why do the game designers nowadays believe I will be mad if they tell me what their own setting is like? Do they think I don't have enough brains to change or tweak something if I don't like it? Everyone seems so bent on not interfering with my GM given right to be the lord of my own games that the companies are terrified to actually give a straight answer as to what their products are actually about.

That said, let me tell you what this book IS (cause the WotC guys NEVER will). This book is the cosmology for the roleplaying setting of Greyhawk. Forgotten Realms has its own cosmology. Dragonlance has its own cosmology. Eberron has its own cosmology. Each setting since third edition came out has its own planes, gods, and everything. If you're looking for one overarching cosmology for every D&D game, there ain't no such animal. Not anymore. Once you get your head around that you will have a lot less headaches and start liking this book a lot more.

Why the switch? There's a couple of good reasons for this. First, toward the end of 2nd edition it was hard to play in a game setting without running into characters who were transplants from some other world, bouncing around either through planeshifting magic, or a spelljamming ship, or a planescaping door from Sigil, or some kind of natural portal. It was far to easy to hop from setting to setting and all the crossovers started to take their toll on the integrity and mood of each campaign world. Second, in the last edition the vast number of gods from every different D&D world (including all the gods from real world mythology) had to be shoehorned into just over a dozen divine planes. Some of the choices made little sense, and all of the planes just got too crowded! Third, there was a lot of fiction produced for the various game lines, and a lot of the authors (Weis & Hickman of Dragonlance and R.A. Salvatore of the Forgotten Realms in particular) loved to add their own little bells and whistles to the planes in the novels. They would talk about planes that didn't exist in the canon setting, or would create unique mechanics for how the planes functioned in their books that didn't mesh very well with what was set up in the books. Now with the cosmologies separated, the characters in a game are likely to be from the same setting, the gods in each setting have plenty of elbow room, sharing their realms with at most half a dozen fellow gods, and the backlog of cosmological oddities due to narrative licence on the part of various authors can be divvied up effectively to each respective setting.

So understanding that, how good is the book? Well the art is fabulous full color stuff by some of the best artists in the business. The descriptions of each plane are more than lavish, with individual locales set up within each plane that spark the imagination and get one wanting to dive in and play. Acheron is particularly cool: an eternal battleground covering the faces of infinite numbers of scrapmetal cubes drifting in a black void lit only by the bonfires of various war camps on distant cubes. Often the great masses will slam into one another, spinning again off into space, crushing flat entire armies. Wow!

Unfortunately some of the graphs and explainations of how planes interconnect are pretty confusing, thick stuff. After a while all the coterminous/coexistant/transitive/subjective planes start to run together and the overlapping circle graphs surrounded by large bronze calipers and thick magnifying glasses don't help too much. There are also some features of the cosmology that bend the perceptions a little--like the fact that there are rivers and other geographical features that run from one layer of a plane to another, and even flow onto other planes, often even when the planes are suspended floating in void with no physical connection between them, or sometimes you have mention of infinite planes like Bytopia, that are flat rolling grasslands in the middle and gradually more mountainous until you get toward the edges where the mountains are impossibly tall and craggy (but then it's an infinite plane, right? So how are there "edges" to an infinite plane? Argh. Head...hurts)

The extra races and monster races are awesome. It is particularly great to see GOOD art of githzerai and githyanki (mind you it's not just good, it's sweet!) and the templates are useful. The rules for making your own cosmologies seem a bit weak and appologetic unfortunately--because this is a place where the book could really shine. Likewise the ideas for the Prestige Classes are wonderful, but the actual abilities of each class are fairly lackluster. The special planar spells just struck me as unnecessary and not very thrilling. Where they might have included a section detailing the cosmologies of their other published settings (Forgotten Realms and Dragonlance...Eberron wasn't out yet) which would have quadrupled the value of a book like this, they instead included some "example" alternate cosmologies. Some are very very cool--like the Far Realm and the Great Tree, but most seem like only partly developed afterthoughts. Interestingly the "alternate" cosmologies presented here which are said to be only examples with no tie to the D&D standard cosmology--end up in the Epic Level Handbook with races attributed to them and tied into the Greyhawk history. Wierd.

So final word. I think the book is great and I love having it in my collection. I think it's use is limited greatly by the fact that it only covers the Greyhawk setting, which is unfortunate in the extreme. Moreso I find the whole philosophy of not wanting to challenge the authority of DM's by making any decisions as far as their products go to be infuriating and frustrating. Nonetheless the ideas in this book are first rate and wonderfully laid out. I just wish the guys who write these books could decide what their settings are like and then have the guts to stick to it!

Editorial Review:

Visit New Dimensions

The most powerful adventurers know that great rewards--and great perils--await them beyond the world they call home. From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. Manual of the Planes is your guidebook on a tour of the multiverse.

This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes.

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

Monstrous Manual (AD&D 2nd Ed Fantasy Roleplaying Accessory, 2140)

Monstrous Manual (AD&D 2nd Ed Fantasy Roleplaying Accessory, 2140) List Price: $29.95
By: TSR Inc.
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Customer Reviews:
Total reviews: 52 Average rating: 4.5 of 5

Ahhhh the good ole' days! 4 out of 5 stars.
5 of 5 people found this review helpful.

After having played the newer 3rd Edition of Dungeons and Dragons for quite some time, I thought I'd take a little trek down memory lane and order an artifact from the past - the old AD&D Monstrous Manual. My, how things have changed in just over a decade! Every official D&D product coming out now is made by Wizards of the Coast , a company owned by Hasbro, maker of such childish wonders as Barbie and Ken. It goes without saying that due to it's parent company, Wizards only produces glitzy, "best foot forward" material that is much more family friendly and lot less "nude woman" oriented than what we enjoyed in times of old. Reading through this nigh on ancient volume reminds me both of how insanely cool Advanced Dungeons and Dragons was, and of how incredibly nerdy we must have all seemed.

The art throughout the book ranges the gamut from really great (See the "Gnoll" creature, which looks suspiciously like a DiTerlizzi work, the guy famous for doing all the Planescape artwork), to laughably cartoonish (see the "Bullywug" creature), to the outright bad (see the "Goblin" illustration. I get the feeling an artist was running too close to the deadline for publication, and had his pre-teen kid do a sketch, which he then submitted as his own). While some of the artwork has become considerably higher quality with the transition to 3rd Edition, most notably with the dragon illustrations, a lot of it actually took a step back. The Dryad, Elementals, and Hobgoblin all look a lot better here than in the newer editions. The whole book has an extremely nostalgic feel. Anyone who was fortunate enough to have played AD&D will be going through a minor rapture perusing the various pages. And fear not fans of the old school art, for large chested women with very little clothes on abound throughout!

A rather wide range of creatures exist in the Monstrous Manual, as this book was TSR's response to players demands for all the various monster books to be condensed into one tome which could be transported more easily. All the standard D&D creatures are here, along with various monsters from the Forgotten Realms, Al-Quadim, Planescape, and Dark Sun campaign settings. It certainly isn't entirely comprehensive, but it's pretty darn close. The format of the monster entries is far more readable in this book than in the 3rd Edition monster manuals. All the basic info you would need to use the creature in a campaign is listed at the top of the page. There is just enough information present to make the creature easily useable, but not enough so that you have to search for anything. I've noticed however that there are no "common" monsters. All creatures in this manual get a "Frequency" stat, describing how often they are found in their normal climate or terrain. Every monster is either uncommon, rare, or (most often) very rare. This doesn't make a whole lot of sense, considering how monster infested any D&D campaign world is. Even the races that players can use as characters, such as the dwarves and elves, are listed as "uncommon".

With how cheap this book is going for these days, any old school fan, or even someone who just wants to understand what we were all so obsessed about, should definitely pick this up.

Editorial Review:

New illustrations and corrected material highlight this revision of the standard monstrous compendiums collected together in one volume. This will be the perfect, easy-to-use replacement for the bulkier compendiums of the past. Illustrations, some in color.

Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Skip Williams

Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Skip Williams List Price: $29.95
By: Wizards of the Coast
Amazon Marketplace: 25 new & used starting at $7.81

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Customer Reviews:
Total reviews: 10 Average rating: 3.5 of 5

Useful and pretty cool. 4 out of 5 stars.
3 of 4 people found this review helpful.

I've used the weapons and culture discriptions in both a game I'm DMing and a game I'm playing, though I have yet to use the new bird-race yet. The flying thing is a little complicated, and their culture makes it harder to use them accordingly as a PC. I may put them in a game some day though.

Good if your DM let you use it... 3 out of 5 stars.
0 of 1 people found this review helpful.

I agree that this book is good for beginners and just another book for veterans, but you can find some interesting things inside that you can certanly use for your character.
Particularly a feat called Woodland Archer.

Editorial Review:

A new D&D sourcebook detailing various races that dwell in wilderness.

Races of the Wild provides Dungeons & Dragons® players with an in-depth look at races that live in the wildest areas of the D&D world. There is extensive information on the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on sub-races, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.

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