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Playtest
September 30, 2000 Edited: August 28, 2017 by: Mikkel Lodahl
Mikkel Lodahl has written 1 reviews, with average style of 4.00 and average substance of 4.00 This review has been read 1442 times. |
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Firstly, the new class system. Because the level and class system is so fundamental to the D & D game, it would be an atrocity to leave out the system and still call it D & D. Don't get me wrong, I very much prefer non-class systems, like good old Cthulhu, but the D & D game is the D & D game, and that shouldn't be changed. Another thing that hasn't changed either, is the very creative way TSR looks at logic. A lot of the rules make little or no sense if the goal is realism. Fortunately for them, it isn't. I'll get back to that in a moment.
The new combat system is brilliant. When me and my group first tries out new systems, the first few battles always go a little slow, and are quite unexciting. The battles in our first 3rd Edition session were thrilling to say the least. Okay, part of that might come from the fact that I sent a red dragon after them just to give them a scare, but still. If you come from AD&D 2nd, it is extraordinarily easy to go to 3rd edition.
One of the other things that are also rather good in the book is the art. Did I just type rather good? I meant fantastic. The layout is the best I've seen in an RPG, with the possible exception of (what else) the products of White Wolf. The paper is high-quality, it doesn't have the weird smell that the paper Stardrive was printed on had, and it is in hardcover. And what a hardcover? A beautiful one. You really get the sense of fantasy from looking at it. Inside, the illustrations are integrated perfectly in the rest of the layout, except for one glaringly misplaced dragonslayer and his prey, which I truly and utterly hate for taking up nearly a page, and still having text around it. Still, someone gave the layout more than a few second thoughts. One of the first things I noticed was that as you progressed through the first couple of chapters, the illustrations become more advanced as does, hopefully, your character concept.
Speaking about characters; TSR has finally taken a cue from Chaosium and included a step-by-step character designing guide in the start. Also, there is a character sheet, which is utter crap as is usual for TSR, but the inclusion is a step in the right direction. By utter crap I, btw, don't mean that it's useless - far from it. It is just witout a soul. All too efficiently packed together and without any cool design. Just plain, simple bleh and scaringly remniscient of a lot of math tests and bureaucratic formulae. Shiver!
The feats are very popular among my players, even though we are nearly agreed that we drop the whole idea about having feats to create magical items other than scrolls and potions. It just seems like something there shouldn't be a skill for.
Honestly, there is much much more there, and if you rather like the AD&D game, go on and upgrade to 3rd edition. Now, the point that I would return to:
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