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Dungeons & Dragons Player's Handbook, 3rd Edition | ||
Double disclaimer – I am an amateur, and those of you that think that makes this nonsense can skip over this review. I also have not run or played much in D&D since about 1982 when my then-current group, at my urging, threw over D&D for Champions. Therefore, I have seen but not paid a great deal of attention to changes in 2nd Edition D&D and AD&D and all that. I purchased this book in a spirit of inquiry. I was quite fond of The Primal Order, Adkison's work back when WOTC looked like it would remain a clever, insightful company that made no money at all. I am also quite fond of Over the Edge and thought Everway was a great kid/introduction game that really hit the story over mechanics point. On the other hand, I knew if the authors changed too much of D&D, a horde of wilding gamers would come after them like a tsunami, so I figured they'd have to change what they could get away with. My overall impression: good. Tweet and Adkison changed enough things to update D&D into being a little more 1990ish (if not millennial) but kept many of the core values from the old game. (Maybe a little too much for me, more on that later.) I'M SO PRETTY... My nitpick is the index. I looked for it at first, didn't find it, snorted sarcastically, and read through the book. Later, I came across it. The "summarize other books before they're published" section was placed BEHIND the index, so you have to page back a little. Fair enough. YOUR SKILLS HAVE GROWN, YOUNG JEDI There is no THACO for fighting. Fighters do keep their big lead in the new system, though. Basically, if I remember the old chart, Fighters dropped THACO quicker than anyone else. Now, Fighters add one to their "Base Attack Bonus" per level, Rogues start a little behind and slow down around 9th level, and Sorcerers start out behind and slowly creep along. This gives much the same effect. More on this under ACK!, below. Not a big fan of character classes, I really liked the way that each class has access to many skills. Each class has "class skills," the skills you'd expect a thief (oops, Rogue) to have. The player can also buy "cross-class" skills, skills that a character might be able to pick up, but with difficulty. They cost twice as much, so it's much easier to build a lock picking, trap disarming rogue than it is to build a lock picking, trap disarming fighter. Certain skills are only open to certain classes, of course. (Spellcasting, decipher script, scrying, etc.) See _Brickbats_ below for slight nitpicking about the skills. TAKE FIVE, GUYS This allows the character to (in the book's example) climb a mountain slowly and carefully until that wretched Goblin on top starts tossing rocks. Up until that moment, the player may just take ten to move up safely. After the rocks start falling, the player must now roll dice for the climbing check. Taking 20 occurs in ideal circumstances and where there is no penalty for failure. If creating a nice vase, characters may take twenty. If walking a tightrope above flaming spikes, they just can't do it. This assumes that if the player rolls long enough, they're going to roll a twenty. This takes a great deal of character time (twenty times as long) but cuts the playtime dramatically. I thought it a neat bit of connecting the game world and story to mechanics. YOUR FEATS TOO BIG SAVE ME! ACk! The nice thing about it is that for D&D, they've finally gotten around to really codifying for what circumstances each applies. Generally, the character totals all those factors. However, if a Sparky the mage is trying to shock the character with Shocking Hands, we leave out [armor] and [shield] because they don't help. Similarly, Karl the Clueless, a character that is flatfooted (surprised to be fighting) doesn't get to use [dex] in his total because he didn't have time to react yet. Nothing new here, but it's nice to have it in one place. The character, by the way, totals base attack bonus, size modifier, and strength bonus for the attack roll. (1d20 + [bab] + [size] + [str]) When shooting missiles, substitute [dex] for [str] and subtract a range modifier, if any. BRICKBATS SAME AS IT EVER WAS THE LEVELING EFFECT YOU PUT A SPELL ON ME Strangely enough, clerics are now limited in the number of times they can turn undead. Go figure. This seems to me to be a step BACKWARDS rather than up. So the traditional holding up a cross only works umpety times a day? Huh? I LOVE THE SMELL OF NAPALM IN THE MORNING This reminds me quite a bit of Champions. Champions is (I think) the pre-eminent game of superheroes on the market. Unfortunately, once a combat occurs, the game breaks down into a huge, drawn out, protracted process. I feel that D&D games might be the same, full of excellent role-playing and then modulating into a miniature game until the fight is over, then warping back to role-play. SWIM IN PLATE MAIL? SURE! FINAL SUMMARY Substance: 4 (Meaty) | ||
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