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REVIEW OF Player's Handbook 2


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Player's Handbook 2 is of course the sequel to the D&D core Player's Handbook, so with the main rules introduced in that book, the second goes straight into the new stuff.

The Introduction, in addition to giving the layout of the book, also has a sidebar detailing “Your Part in the Story,” or the player's obligation to describe his PC's actions with the same detail and flair that makes for good GM description. The book also briefly mentions such flavor as a means of adding background elements for both the PC and the campaign, something given more detail in Chapter Three.

The Introduction also premieres the Primal power source for D&D. Primal powers, according to the book, are derived from “the spiritual expression of the world itself,”taking a middle ground between the chaotic Primordial forces and the gods who sought to give the world form according to their designs. It is because of the greatest of these spirits, like the Primal Beast and the World Serpent, that the D&D world is a neutral ground that the gods and primordials can no longer directly influence. Characters who draw on the Primal power source, like Druids, protect the material world and nature, and have some affinity with the Feywild, standing against un-natural foes like demons and the undead. Primal powers are called evocations, because primal characters evoke the primal spirits to make effects in the world. Some, like Barbarians, channel these spirits through their bodies, while Shamans can cast elemental effects, with Druids and Wardens having both external and self-affecting primal powers.

Chapter One: Character Races gives us five new PC races including two that appear in the Monster Manual (gnome and shifter) with the proviso that the data here supersedes the rules in the MM.

In the older editions, Devas were simply Good counterparts to demons and devils, but here they are no longer planar outsiders, instead choosing to incarnate as mortal beings to fight Evil in the physical realm. (Given that the word 'deva' is of Hindu origin, this actually fits.) Their powers include resistance to necrotic effects and a Racial Encounter power that allows them to add 1d6 to a roll based on the advice they get from past incarnations.

Gnomes have always been somewhere between Elves and Dwarves in concept, having their own magical powers as well as short stature and love of crafts. In latter-day lore (Dragonlance, Warcraft) the concept of gnome as tinkerer overshadowed the original idea of a shy woodland race. In the new edition, Gnomes are tilted all the way to the other direction, a fey race like Elves with illusion powers based on concealing themselves and their communities from outsiders. After Halflings, they are the other Small PC race, and there is a sidebar defining 'Small' – like, if the cops pull you over for speeding, they can give you the balloon test. They give you a balloon, and if you can fit in it... then you're Small.

Goliaths are a popular 3rd Edition race from the book Realms of Stone. Over 7 feet tall, they live in nomadic bands, are highly competitive, and geared around the primal powers described in this sourcebook. Their stony forms give them a “Stone's Endurance” encounter power providing 5 resistance to all damage for a turn.

In 4th Edition, the origins of Half-Orcs are not well defined. “You might also get a punch in the face for asking such a rude question.” They have the Assault (extra damage) power of the Orcs and a Resilience power giving them extra hit points after being bloodied.

Shifters resemble the lycanthropic race from Eberron, with traits of either werewolves (Longtooth Shifters) or weretigers (Razorclaw Shifters). Each type has its own Racial encounter power; the Longtooth gets a bonus to damage and minor regeneration while the Razorclaw gets a bonus to AC, Reflex and Speed. In the setting, they used to be more nomadic, but the increasing dangers of the wilderness have driven some into contact with human communities.

The Races section also includes new Paragon Paths for these races and the original PC races, such as the Human “Adroit Explorer” path (gives bonuses for resistance and use of action points and encounter powers) or the Deva “Ancestral Incarnate” path, which expands the character's active knowledge of his past lives, leading to spirit powers that invoke those past selves.

Chapter Two: Character Classes fills some of the open slots in the core Player's Handbook “role” system. For instance, there were no Divine Strikers, and of course no classes with the Primal source. (Other books will cover other niches; for instance in the Forgotten Realms book, the Swordmage has the role of Arcane Defender.) Like the core classes, these usually present the option of two paths within the class, for example the way a Ranger has to choose between Ranged and Two-Handed style in the core book.

The Avenger is the Divine Striker. In concept it is probably most like the old Holy Slayer kit from the AL-QADIM book, with each Avenger swearing to a certain religious order and gaining powers that allow them to seek vengeance on the foes of their faith. Their powers center on the Oath of Emnity power, which allows them to take the better of two attack rolls on a chosen target and to use other powers on top of that (e.g. the level 2 Utility power 'Blessing of Vengeance'; when the target of the Oath is dropped to 0 hit points, the Avenger gains temporary hit points equal to his healing surge value).

The Barbarian is a Primal Striker. Like the Avenger he gets up-close-and-personal and dishes out a lot of damage even though he doesn't wear a lot of armor. His Primal abilities are based on connection to tribal spirits that grant his Rage ability, allowing him to at least temporarily shrug off damage and fight even more savagely.

The Bard, with his magical powers and Charisma, is the Arcane Leader. This makes perfect sense given that the morale-affecting powers of the D&D 3rd Edition bard were much in line with the “leader” conception given to Clerics and Warlords in the new edition. Like Clerics and Wizards, they start with the Ritual Caster feat. A Bard emphasizes a particular Virtue of either Cunning or Valor, the choice giving a bonus to relevant Bard powers.

The Druid is the Primal Controller. Their control abilities are based on a combination of spell-type evocations and shapechanging (each druid must take one form, which can be a normal animal, a fey animal or an indistinct blur of parts from the Primal Beast 'of which all earthly beasts are fractured images'). Several abilities have the Beast Form descriptor, meaning they can only be used when shapechanged.

The Invoker is a Divine Controller. Whereas Wizards learn spells as arcane magic, the Invoker learns his powers through study of divine magic, channeling a god's power directly in ways that even other Divine classes cannot- supposedly these powers were first granted to mortals to help fight the Primordials. They choose between the paths of Preservation (aid to allies) or Wrath (straight attack). Thus, they're much what you'd expect- they serve the same role as a Wizard, with a similar focus as a Radiant ('laser') Cleric but without the healing abilities.

The Shaman is the Primal Leader. Whereas the Druid's powers are based on himself, the Shaman's powers are based on relationship with tribal spirits. He starts with one Companion Spirit, either a Protector spirit like the bear or a Stalker spirit like the panther, the choice affecting other powers based on the presence of the Companion Spirit with the Shaman.

The Sorcerer is an Arcane Striker, whereas in the new D&D the Wizard is the Arcane Controller. The difference in conception and execution is similar to the differences between classes in 3rd Edition: While the Wizard gains his powers through study, the Sorcerer channels magic directly, either through Draconic heritage or via the “wild magic” of Elemental Chaos. (The Warlock is also an Arcane Striker, but his class features are based on pacts rather than magical heritage.)

The Warden is the Primal Defender. Raised within a naturalist culture, he gains powers to defend the world of nature from its enemies, often using powers of Earth, making the class ideal for Goliaths. Like Druids, their Primal powers also allow for shapechanging, in this case assuming a “guardian form”with its own powers.

Chapter Three: Character Options provides miscellaneous other rules like new feats and rituals to fit with the new options already presented. One new rule option is the concept of backgrounds: Similar to the 'regional benefit' trait in the new Forgotten Realms players' book, backgrounds present additional traits based on geography (e.g. Swamp, Urban), society (income/class), birth (subject of prophecy, raised by another race, etc.), occupation (before adventuring), or racial heritage (including Forgotten Realms PC races). Each background gives one or two associated skills. Generally, a PC is supposed to pick three backgrounds for story purposes, but can only pick ONE background benefit: A language associated with that background, a +2 with a skill associated with that background, the addition of one of those skills to your normal class list, or the use of a regional benefit (as per Forgotten Realms).

Appendix: Rule Updates - “This appendix contains rule updates for powers and use of the Stealth skill. Visit the Wizards of the Coast website for other updates.” Specifically, it contains rules for how to read a power description, in case they weren't clear enough in the corebook. Which I guess they weren't. In any case, some power traits, such as polymorph, summoning and teleportation, get official details here.

SUMMARY

The Player's Handbook 2 is fairly to-the-point. It is not a core book for D&D, but if you want some of the stuff that “should've” been in the main PH, 4th Edition rules for Goliaths and Shifters, and the main examples of Primal characters, you need this book. It is also recommended if you want the Appendix clarifications of certain powers, and presents great ideas for Backgrounds (although it's not clear if they would be used in place of or in addition to the rules for Forgotten Realms characters).

Style: 3

The book has good art, but isn't especially impressive physically (nor does it need to be).

Substance: 4

Player's Handbook 2 is recommended for D&D fans who want Bards and Barbarians, and you'll also get new elements like backgrounds, Primal powers and interesting new classes.


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