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Gods
By
various authors
(AEG)
Rating: 5
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Monster
By
various
authors
(AEG)
Rating: 3
|

War
By
various
authors
(AEG)
Rating: 2
|
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Other
than almost being the name of an interesting
independent film of a few years back, Gods
and Monster are two fairly recent releases
in the one-word-title line of d20 support from
AEG, as is War. Gods and Monster
are interesting when you look at them together,
since they are two of the first d20 supplements
that beard Wizards of the Coast in its own lair,
so to speak. By that, I mean that they cover
topics that Wizards also plans to cover in forthcoming
sourcebooks (Deities and Demigods and
"Tooth and Claw" -- although I believe
the latter has been renamed and pushed back
on the Wizards schedule). So far in the d20
saga, publishers have steered clear of taking
on Wizards eye to eye, which is an interesting
turn. Back at the start, one might have predicted
the opposite, particularly with the precedent
of Sword & Sorcery Studios publishing the
Creature Collection before the Monster
Manual came out.
But
enough d20 history. What about these products?
Are they as great as Magic of Rokugan
and Creatures of Rokugan, both also from
AEG and both rated very highly in my
last review?
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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Well,
in a word, no. Unlike the amazing Rokugon material,
War and Monster don't possess
a strong spark of innovation and frequently
lapse into poor mechanics. Gods, the
best of them, provides some good, imaginative
ideas, but the overall package is less than
great. All of them have a long-winded, padded
feel, as though the writers were trying to fill
pages. This makes the books difficult to read
from cover to cover without getting a bit bored.
Gods
Gods is better than Monster or
War. Gods contains 14 chapters
of information on specific races and their gods
and worship. There are chapters on barbarian
tribes, bugbears, dark elves, deep dwarves,
giants, gnolls, goblins, hobgoblins, impossible
things (aberrations, mostly), kobolds, lizardfolk,
minotaurs, ogres, orcs, sylvan forces, and trolls.
Each chapter discusses the gods of these races,
but focuses on providing a new domain, prestige
class, magical items, and sample holy site for
each group. A fine approach, I think.
But
the execution is sometimes slapdash. Gods has
some great ideas, like a magic item that gives
a destrachan new powers, or a chaos crusader
prestige class for ogres that's a bit of an
unholy champion with a real ogrish slant. But
the follow-through falls flat. For instance,
the book says non-destrachans usually destroy
the periapt of the destrachan when they
find it (because it's so evil) but gives the
item a price anyway. However, the beholder's
eyestalk rings, just two items earlier
on the page, is not given a price -- for the
same reason. Likewise, while the chaos crusader
is cool, it's a little too good for purposes
of balance. Further, it contains power description
that say, "A chaos crusader can cast dispel
good once per day," then proceed to
take four paragraphs to restate the spell description
of dispel good, even though it's right
in the Player's Handbook. Not a huge
problem, to be sure, but it is slapdash.
I
make use of those examples because they convey
my overall opinion of Gods. If you're
looking for some nice ideas, particularly if
you're interested in intriguing ways to make
the religion of aboleths different from the
religion of kobolds (or whatever),you might
get a lot out of this book. Be prepared, however,
to do some cleanup work. On the other hand,
if you're not ready to read what very well may
be more than you'll ever want to know about
the worship practices of goblins as opposed
to hobgoblins, this book might provide more
than you can really use.
Monster
Monster is somewhat similar to Gods
in that it examines the outlook of a troll as
distinguished from, say, a goblin. The two books
actually work well together in that regard.
But Monster isn't as well done.
Monster
takes on the Herculean task of telling you how
to play monsters as PCs. It covers plenty of
old favorites, like minotaurs and trolls, but
it also presents new monstrous races like the
black orc -- a skinny, dexterous, intelligent
orc -- and the ferris, which resemble really
big bipedal rats. And there are many more. Each
is written up in the form of a race found in
the Player's Handbook.
It's
Monster's game mechanics that I have
the most problem with. Cutting to the chase,
the hardest part about playing monsters as characters
is determining what level the monster is equivalent
to. In an effort to make monsters easier to
play in a standard campaign, the book attempts
to make "young" versions of various
monsters, like minotaurs and ogres, that equate
to an elf or a dwarf. Thus, you could play them
as normal 1st-level characters. An admirable
goal, but the authors don't quite get there.
Take the young ogre, for example. His +4 bonus
to Strength and +2 bonus to Constitution might
balance out with penalties to Dexterity, Intelligence,
and Charisma, although your typical ogre fighter
will hardly miss them. But on top of that, the
race is size Large. That gives the character
reach. Reach all by itself makes the character
way better than any other PC race. Way better.
And then there's the +3 natural AC bonus (remember,
that stacks with normal armor) and 8 extra hit
points right out of the chute. Given the choice,
are you going to play a half-orc or a young
ogre?
As
in many of the one-word-title AEG books that
have come before it (Evil, Dungeon, Dragon,
and so on) Monster contains long
discussions about roleplaying a monster, the
outlook of the various monsters, and so forth.
Some of this is interesting, but I think it
frequently goes on at too great a length. In
the end, these discussions seem to prove that
the d20 System has far too many evil, bestial,
monstrous races, and that they all seem to blend
together, despite the best efforts of the authors
of this book. Worst of all, we get these sections
over and over again. One might be called "Playing
a Monster." Later in the book there's a
section on "Wearing a Monster's Skin."
The section on alignment tells us again what
it's like to be a monster. There's a section
called "Monstrous Culture" and another
called "Monstrous Society." And so
on. The large number of authors, all clearly
writing concurrently, really shows.
Monster
also has a number of new spells, magic items,
and prestige classes, all for monsters. These
are fine, but nothing to write home about. Lastly,
the book has MM-style write-ups for all the
new races including, you guessed it, yet another
author's take on each race's history, background,
society, and so on -- just like at the beginning
of the book, where they were written up as races.
The MM-style entries, ironically, even talk
about the specific monsters as characters. But
isn't that what this whole book is for?
War
War suffers from many of the same problems
as Monster, only more so. It clearly
had too many authors, all writing the same stuff
at once, with the editors including all of it,
no matter how redundant. There are, literally,
two different and complete sections in War about
what the various Player's Handbook races
do in times of war. There are multiple editors
listed in the credits. Perhaps no one person
actually saw the whole book before it was done?
War
is, not surprisingly, about war: staging a war
in your campaign, siege tactics, magic and war,
and so on. The problem is, the information is
more like "some thoughts on war" rather
than really usable advice on how to stage a
war practically in your campaign, or what it
might mean to your character to have been in
a war.
For
example, the beginning of the book talks about
causes for wars and events can trigger a war,
but where's the actual DM advice to help me
choose the best one to start my campaign's war?
Which of the countries in my campaign would
get involved, and why? Of course the book can't
give me specifics on my own world, but there
aren't even any guidelines to help me make the
choices myself. And what are the repercussions
of my choices? War doesn't tell me.
The
section on magic on the battlefield is not quite
two pages long. This, I would have assumed would
be a meaty topic in this long-winded book, but
it was not. It provides such insight as "healing
spells also have obvious uses in a military
environment." Where are the lists of spells
useful in a large-scale war, and how they might
turn the tide of battle when used? This could
have been a very useful section on how the PCs
can affect a large battle (the PC wizard casts
prismatic wall on the enemy's flank --
what happens now?), but instead, we're left
with virtually nothing new. Of course, there
is a chapter later on, called "War Magic,"
which offers most of the exact same information,
plus a bit more. It's better, but still too
general to be of much use. (And when you get
to it, you say to yourself, "Haven't I
read this already?")
There's
a section on sieges that offers an expanded
list of siege engines based on those in the
DMG. It's worth looking at, but it offers only
a bit more than you could get in the core rules.
I did like the different types of catapult ammunition
and the rules for dropping boiling oil and whatnot.
War
includes some war gods and their domains, as
well as a reprint of most of the domains available
in the Player's Handbook. And of course it provides
a few new spells and magic items, plus some
feats and prestige classes. These run the gamut
from adequate to not so great. The feats (and
some of the spells) don't have anything particularly
warlike about them, other than the fact that
you could use them in combat (which makes them
just as appropriate for a book about dungeons,
because you fight there, too). Most of these
elements are fine in broad concept, but no real
player would choose them for their character
-- like Improved Balance, which makes you a
bit harder to grapple or bull rush. The prestige
classes are poorly designed. For example, the
beast handler gets to add a new feat to an animal
(not a beast -- but that's a nitpick) every
level. That's it. That's the class' whole power.
Other classes are as lackluster as the footman,
the mercenary captain, or the shieldbearer.
These stretch the definition of "prestige"
to me -- in 1st and 2nd Edition, we called them
"hirelings." A few of the prestige
classes, though, like the gutter fighter and
the spellbreaker, are pretty interesting and
worth a look.
The
editing is terrible in War. Magic items
change name in mid-description. The book is
full of organizational problems. I found it
hard to use even writing this review (let alone
using the book in a game) -- I'd remember reading
some passage but I couldn't find it again, because
any given topic is covered multiple times in
different chapters. Indexes are a pain to do
and thus you rarely see them in d20 products.
However, doing one for a book like this at least
would have presented the editors with the fact
that similar information seems randomly scattered
throughout the book. For example, new feats
appear in Chapter 2, along with new uses for
old skills and prestige classes. Then, for no
apparent reason, a few new skills pop up in
Chapter 5, which is about putting a war in your
campaign and mass combat guidelines. All right,
you get the point.
Lastly,
there are some suggestions at the end of the
book that sort of serve as a mass combat system.
These aren't rules at all. If you were thinking
of buying War because D&D needs a
mass combat system (and it does) and you figured
this was your best shot to get one, think again.
These guidelines are so vague and generalized,
so unmodifiable and ill conceived that I can't
imagine anyone attempting to use them. I recently
had need for a large-scale battle between two
forces in my own game, but the rules here were
no more detailed or useful than if I'd just
rolled a die to see who won.
In
summary, then, Gods is worth a look,
Monster probably isn't, and steer well
clear of War. Did I mention how much
I
like those Rokugan books? I like what AEG
can do, especially if they decide to take the
extra time with each product to attend to the
issues of overlapping and redundant content.
I'm looking forward to delving into their new
hardcover, Spycraft -- I have high hopes
for that one
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