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Enemies
and Allies
By
Bruce
R. Cordell, Jeff Grubb, David Noonan,
and Skip Williams
(Wizards
of the Coast)
Overall Rating: ****
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
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An
NPC collection is a difficult sort of product
to do. With such a book, you have to provide
NPCs that are useful in anyone's campaign, yet
original enough to be interesting. Wizards of
the Coast's Enemies and Allies does both
well, leaning a little more toward the interesting
than the universally applicable.
The
book is very well written and well organized,
with engaging character descriptions. It has
five chapters: Crime, Religion, Mages, the Law,
and Adventurers. Each of the first four has
some "typical" NPCs (guards, thugs,
etc.) as well as individual personalities. All
characters have lengthy text descriptions as
well as thorough stats. The stats are solid
(which is really refreshing for this reviewer),
but overall I think the descriptions of the
characters are a bit longer than needed. I would
rather have seen another NPC (at least) in each
section at the expense of trimming some of this
text.
There
are also two appendices. The first is the "one-minute
NPC," a rather forgettable randomizer for
determining the class of a villain, a patron,
a sage, etc. The second includes stats for all
the iconic characters. (The iconics are characters
of each class used in examples and art in the
core D&D books.) Each is presented at 5th,
10th, and 15th level. This is useful, because
these characters are so very generic. Need a
paladin quick? Pull out Alhandra and you're
good to go (one of those three levels should
work for you, right?). I like this appendix.
What I really miss from it is any mention of
the iconics' personalities or anything about
their background. This product would have been
a great opportunity to flesh these characters
out a bit, and the designers did not seize it.
(I wish they had merged the style of the main
part of the book with this appendix -- lots
of useful stat blocks with only a moderate amount
of descriptive text.) It looks as though someone
told the authors: "...and stick in the
stats for the iconics somewhere in this book."
So they did what they were told, and nothing
more.
But
let's look at the book as a whole and see if
it really does what a DM needs it to do. The
descriptions are written assuming that you'll
make these characters into longstanding NPCs
in your game, and thus are too long (but I said
that already). Personally, I look at this more
as an "I need an NPC, quick!" sort
of book. I know that, when I DM, that need crops
up fairly often.
So,
the PCs wander into the woods and start making
trouble. You want a druid or a ranger who watches
over the woods to show up. Does the book have
what you need? Abrian is just such a druid.
Chandra Skyreaver will work as the ranger. Hopefully
their levels suit your campaign, but if not,
you can pull out the iconics for these classes,
Vadania and Soveliss, at 5th, 10th, or 15th.
Because Enemies and Allies fills most
basic niches like this, I think DMs will find
it useful. I wouldn't use every character in
this book, but I'd use a lot of them, just to
fill holes in my game when they crept up on
me.
One
interesting bonus in this product is that the
writers did not design the stats for the NPCs
in either the simplest or the most straightforward
manner. Instead, they really show off multiclassing
possibilities in the game. Rosal the paladin/sorcerer
is one of my favorites. And the book goes beyond
the standard races as well, like Yarrick Zan,
the mind flayer assassin, and Blind Jak, the
umber hulk monk.
On
the down side, I wish some sections had been
given more thought. The typical city guards
presented are fine, but where are the elite
guards? Every large D&D city would naturally
recruit individuals able to deal with invisible
thieves, a rampaging minotaur, or an evil cultist
summoning monsters all over the place. But they're
not here.
I
was also disappointed to find that at least
two of the NPCs were characters from previous
products (two of the undead adventurers are
from the module Heart
of Nightfang Spire). An unfortunate
waste of space for anyone who picked up that
great adventure (and you should).
But
those are pretty minor quibbles. I think you'll
get a lot of use out of this book. I know I
will. Could you just download Jamis Buck's NPC
generator and use that instead? Sure. (And
whether or not you get Enemies and Allies,
I think you should download the generator, because
it's wonderful and free -- although you can
and should send Jamis a few bucks in gratitude.)
But the NPCs in this book have the bonus of
being interestingly fleshed out and well equipped,
not randomly generated rogues who spend all
their skill points on Craft and Rope Use.
Plus,
you simply might not have thought to give the
local cleric of Heironeous some fighter and
expert levels or create an ettercap cleric.
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