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EverQuest Roleplaying Game Player's Handbook | ||
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EverQuest Roleplaying Game Player's Handbook
Capsule Review by Elton Robb on 07/09/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) If you play EverQuest on-line, or wanted to play EverQuest, then here is your chance to play it in a pencil and paper style. Product: EverQuest Roleplaying Game Player's Handbook Author: Jennifer Clarke Wilkes, George Doutrich, Steve Kenson, Angel Leigh McCoy, and others Category: RPG Company/Publisher: Sword and Sorcery Studios Line: EverQuest Cost: 29.95 Page count: 400 Year published: 2002 ISBN: 1-58846-125-4 SKU: WW16500 Comp copy?: no Capsule Review by Elton Robb on 07/09/02 Genre tags: Fantasy | EVERQUEST THE ROLEPLAYING GAME: By Elton Robb Introduction Ah, EverQuest, sometimes known by some
as EverCrack because of it?s supposed addictive qualities. I affectionately
call it EverQuack. This review is on the Base System EverQuest the Roleplaying Game?s Base system is, surprisingly enough, the increasingly popular D20 System? by Wizards of the Coast. Thus it has a familiar feel to it. Interestingly enough, the game breaks the STL. The familiar picture of the D20 red box is not anywhere on the cover. However, there is a polyhedron of twenty sides with a big ?20? stamped on it. I really don?t know if this passes for the D20 logo. Other than that, the game changes the D20 System? to fit the EverQuest Online Roleplaying Game by Sony. Fortunately, some things in this book are declared to be open content. However, the most important statement on the book is on the back of the book, but it mostly applies to Gamers. I?ll just quote it here: ?100% compatible with 3 rd Edition Fantasy role-playing rules! This mammoth volume provides everything you need to create your own adventures in the World of Norrath or introduce the best of EverQuest into your existing game.? Of course, future products are stated for release: of note is the Game Master Guide and the Monsters of Norrath. But the average D&D gaming group truly doesn?t need these to successfully adventure in the World of Norrath. All you really need in a copy of this Player?s Handbook, the Dungeon Master?s Guide, and the Monster Manual to play. Let?s take a quick look inside the game book anyway to find out what kind of ?Fluff? and ?Crunchy Bits? are in the game. The First Page . . . . Is important. Not only this gives the credits, but at the bottom of the page is the most important information to anybody. This contains the Copyright information. Notice that it appropriately credits Sony Computer Entertainment America, Inc. As the owner of the EverQuest IP. I mention this because there are wierdos out there that will break Sony?s copyright publish their own stuff on the Internet. Please don?t do this, I don?t care what you think of Sony?s game, but don?t break their copyright. Sony provided the IP as a service to the gamers who aren?t addicted to their online MMPORG. Introduction and the World of Norrath I decided to mention this together, since there is really little to mention. The first thing about the introduction is that it provides the usual Introduction to Roleplaying games for players of EverQuest who haven?t played a pencil and paper, ?WORLDS OF YOUR IMAGINATION? roleplaying game before. It also provides most of the fluff, the World of Norrath section gives you a brief history and the explanation of the geography of Norrath. Note that the Maps on the inside covers aren?t that good. And so, with a spread of the breathtaking Original Everquest game cover, we have . . . BOOK ONE: CREATING A CHARACTER Chapter One: Abilities I don?t know if this chapter violates the OGL, but it gives a discourse on how to generate abilities using a score of 8 and 27 ability points that can be added to increase your infant character?s ability scores. You pay point for point until you reach a value of 16. After that you pay 2 points for point up to 18. The chapter also describes how each ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma; affects your character. It also gives a basic discourse on how you can convert your favorite EverQuest character to play as a pencil and paper character. Chapter 2: Races The following races from EverQuest are detailed: ? Barbarians, precursors of your standard human. ? The Dark Elves, elves corrupted by a deity who the Spider Queen would have as her Prince Consort. ? Dwarves, your basic hill dwarf fare. ? Erudites, chocolate skinned, and skinny, people descended from humans who make sorcery a day-to-day practice. ? Gnomes, your basic pain in the behind race. ? Half-Elf, people who have a human and elf parent. ? Halfling, one word: hobbits. ? High Elf, your basic elf type. ? Humans, you should know who these are. ? Iksar, the Lizard Folk of EverQuest. ? Ogres, ugly giants who rival the size of some Sauropods. ? Trolls, really ugly giants who have an evil streak. ? The Vah Shir, a race that is like the Kajiit from the Elder Scrolls series by Bethesda Softworks. ? Finally, the Wood Elf. Which are, of course, the most primitive of the elves. The only real change is that Low Light vision is considered Infravision, and only the Dark Elves get Ultravision, which is Darkvision. Chapter Three: Classes All the classes can be used in an existing D&D game. Some of them makes Enchanters, Evokers, and Necromancers in classic 3rd Edition D&D seem like children. Here is the breakdown of what you get, with an iconic character and his or her description to illustrate the class. Oh yeah, levels top out at 30.
? Bard: An entertainer on par with the classic Bard. The only difference is that the Bard uses song magic than traditional arcane spells. A good replacement for the usual bard. ? The Beast Lord: The beast lord is somewhat like the traditional Beastmaster. The beast lord combines the Warrior class abilities with Shamanistic spell casting abilities. ? Cleric: Your basic, devote ordained clergyman. If you are thinking of using this class as is, it?s not like the Cleric of D&D as I think it?s pretty 1 st Edition. However, it can be improved if you import the Domains from the Player?s Handbook. ? Druid: A divine spellcaster of nature, based off of the Northern European animist priest. ? Enchanter: The first of the Arcane spell casting classes. The Enchanter combines spells of enchantment and illusion, a combination of the Enchanter and Illusionist specialist wizards. It?s a full class and it makes those two specialist wizards look very small and uninteresting. ? Magician: This arcane spell casting class is based on the Magician profession found in the Rolemaster Fantasy Roleplaying core rule book. They specialize in conjurations and summoning as well, but the class might as well blow the Conjuror specialist out of the water. ? Monk: The unarmed combat expert. Only difference is, your monk character doesn?t achieve the physical and spiritual perfection of a D&D Monk when he or she reaches 20th level. ? Necromancer: This is it baby! All those people who were disappointed with the Necromancer Specialist wizard will find that this class is somewhat of a boon. The Necromancer specializes in magic dealing with Life and Death and consorts with the Undead at low levels. If you don?t have a copy of Necromancy: Beyond the Grave by Mongoose Publishing, you might want to give the EverQuest Roleplaying Game a gander before you decide if you want to buy it. ? Paladin: The basic divine warrior of light and justice. And the one class that seems to have a reputation of Self Righteousness among many gamers. ? Ranger: A woodsman type, combines the fighting prowess of the Warrior with the spellcasting abilities of a Druid. I didn?t get a good look at this class, but it looks to be an improvement over the usual D&D ranger. ? Rogue: this is basically like the rogue class in D&D 3E, so there is little difference between the two. Although you do get some very special abilities. ? Shadow Knight: The Blackguard, the anti-paladin, the death knight . . . The Shadow Knight combines the spellcasting strength of a Necromancer with the fighting knowledge of the Warrior class. See it as based on the Death Knight from Heroes of Might and Magic III. ? Shaman: A divine priest based on the Shamanistic tradition of many cultures, mainly the Native American tribes of North America. ? Warrior: The fighter class basically. Although not exactly like the fighter, the warrior represents the basic fighter type using a variety of weapons. ? Wizard: The fourth Arcane spellcasting class. This class generalizes in the schools of Abjuration, Evocation, Divination, Conjuration, and Alteration. Actually, the spells the wizard uses are much more damaging than a Magician?s. Personally, I liked the D&D version of the Wizard best. What makes this class really shine is the new spell casting system that mirrors the on line game?s spell casting system. I think. Chapter Four: Skills This chapter describes the skills used in the game. Some of them you know already. Rather than regurgitate the entire list of skills, I?ll give the name of the skills that are totally new. ? Alcohol Tolerance: this skill allows your character (not you the player) to hold his liquor. ? Channeling: A basic skill to fuel a spell caster?s spell with Arcane or Divine power. ? Play [your favorite type of] Instruments: four skills which allows the bard to perform his music. There are four types of instruments on Norrath?Brass instruments, percussion instruments, string instruments, and wind instruments. These are exclusive to bards. ? Safe Fall: A skill that allows you to survive a fall of great distances. ? Taunt: Geeze, I didn?t know teasing or bullying was a science. ? Trade Skill: Something new to add to the class of skills that include Profession and Craft. Trade skill just means that your character knows a useful trade but isn?t professional at doing it. ? Undead Empathy: You love the dead so much that you either keep them at bay, or win their alliance. Chapter Five: Feats Most of the feats that are in the Player?s Handbook are reprinted. Except all feats have been reclassified into three types: Combat Feats, General Feats, and Mystic Feats. And there are new feats as well. Combat Feats include those that relate to actions taken in combat situations. They represent what your character can do during those situations. General Feats are those miscellaneous feats that relate to abilities that don?t conform to combat or magic. Mystic Feats include those feats from the Player?s Handbook that relate to spell casting. Metamagic Feats are the metamagic feats from the Player?s Handbook. Chapter Six: Description Alignment classification has changed here. Remember Law and Chaos? Well, in EverQuest, it?s isn?t Law and Chaos anymore. It?s Order and Discord. The nine alignments, and their D&D equivalents, include: Neutral, Discordant Neutral (Chaotic Neutral), Orderly Neutral (Lawful Neutral), Neutral Good, Neutral Evil, Orderly Evil (Lawful Evil), Discordant Evil (Chaotic Evil), Orderly Good (Lawful Good), and Discordant Good (Chaotic Good). The next section deals with religion. I can?t give you the details, but the religions of Norrath includes the worship of some sixteen gods and the religion of Agnosticism. That?s to accommodate those who don?t believe in anything, or those that believe in something but seems too far away. Or those that believe that something created the world and then left it alone to its own devices.
Nothing really new in this chapter. But each weapon, goods, and armor is illustrated in big beautiful technicolor. The only weapons not listed are the fantasy weapons in the Player?s Handbook. And now, with the full color illustration of the Ruins of Kunark, we have . . . Chapter Eight: Using Magic This chapter describes the Song Magic, Divine Magic, and Arcane Magic of EverQuest. The most important changes from the Core Rules of D20 is that everyone uses books. Bards use song books, clerics and divine magic users use prayer books, and the arcane magic users use grimoires. To add new spells, the spell caster must translate the song, the prayer, or spell into notation that he understands and then he can write in into his book.
The other change from the Core Rules is how magic is powered. A spell user uses a pool of mana to power her spells, whether it is arcane powered or divinely gifted. I can?t give all the details, but the math for figuring your spell user?s mana is basically your ability bonus x2 multiplied by the caster level. Otherwise, the rules for spellcasting are the same as in the Core Rules. Chapter Nine: Bard Songs This Chapter describes the song magic that Norrath?s bards use. Not only that, but the bard?s Battle Song has been transformed into a magical song called Chant of Battle. Also some useful songs for the usual D&D bard include: Selo?s Accelerando, which increases the base speed of it?s targets, and the Song of Midnight, which causes fear and augments the base speed of fleeing opponents. It?s this chapter that makes the EverQuest bard so much better to play than the D&D bard. Chapter Ten: Spells This describes the all the spells that the traditional spell casters of Norrath uses. Each spell casting class has it?s own list. So this means that you can augment certain schools of traditional wizardry with them. With the Shaman and Druid Spells, you can increase your Druid?s spell repertoire. With the Cleric spells, you can increase the spells a traditional D&D cleric uses. And of course you have to add the Enchanter, Magician, Necromancer, and Wizard spells to the Arcane Spell List although you have to assign them to their proper schools. What is more, all spells and magic songs have 15 levels. Although the high level spells are susposed to be epic, you learn them like any other spell. And now with the spread illustration of the Scars of Vellious we have . . . BOOK THREE: PLAYING THE GAME This book only contains one chapter, chapter Eleven: Adventuring. The chapter just includes just about every rule governing adventuring in the Player?s Handbook, but they are described more simply and the intelligence of the chapter is brought down a notch. D20 Uses So, can you use EverQuest in a regular D&D game? Yes you can, in fact the game?s classes and races can be dropped into anybody?s campaign world. According to the first page, the racial stats and classes are considered Open Game Content. This means game designers and publishers can work with them, if you tell either Sword and Sorcery or Sony Computer Entertainment America that you would like to use them as a courtesy. The spells of EverQua?I mean EverQuest however, are not Open Game Content, they are Product Identity. Which is a total bummer, but like the back cover says you can introduce the best of EverQuest into your existing game. And the spells and magic songs comprise some of the best. Because it is a huge book containing about 400 pages (the final pages are full of ads) and weighing in at about five American Pounds, I have to give it a Substance of Meaty. As to the full color art, however, it impressed me so I have to give it a Style rating of Meaty as well. ? Elton Robb | |
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