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Traps
& Treachery
By
Greg
Benage, Kurt Brown, Mark Chance, Brian
Ferrenz, Lizard, David Lyons, and Brian
Patterson
(Fantasy
Flight Games)
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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Early
in the days of d20, AEG started producing those
little half-page sized mini-adventure booster
things. Soon after, Fantasy Flight started doing
them too. Later. AEG put out one of the first
d20 rulebooks, Dungeons. Now, Fantasy
Flight puts out Traps & Treachery.
It's as though there's nothing AEG does that
Fantasy Flight won't also try. There's just
one difference.
The
Fantasy Flight stuff is actually good. Now,
their mini-module adventures weren't fabulous,
but they were considerably better than the hastily
thrown together AEG products. But their first
major release, Traps & Treachery
is a proud addition to my gaming shelf. You
should go and buy this book.
What
do you get for your 25 bucks (American)? Chapter
One is all about rogues. It's got some material
on creating guilds, and some lackluster prestige
classes and feats. But that's not why you're
buying this book. You're buying it for Chapters
Two through Five.
The
whole rest of the book is like a monster manual
for traps. I describe it that way because that's
exactly how I described this idea to the folks
at Wizards of the Coast when I pitched the idea
for this very book. They thought it was a poor
idea. I have the urge to take this book and
show them the great, meaty traps section with
its cool illustrations and say, "See, this
is what I meant. This is really cool."
But enough about that. Back to Traps &
Treachery.
There
are about 60 fully described traps in this book.
If you remember the old "Grimtooth's Traps"
products, you'll get a feeling of nostalgia
as you page through this section (which takes
up most of the book). The big difference is,
here the traps are all lovingly statted out
according to the d20 rules, along with damage,
Search DCs, Disable Device DCs, CRs, construction
time and cost -- everything you need (and theCRs
are much more accurate than the old Grimtooth
skull ratings). Some of the traps are kinda
silly, but even if you use only half -- or a
quarter -- of the traps in this book, you'll
still be happy. Plus, after the traps (which
are divided into mechanical and magical sections)
comes a section on puzzles: riddles, device-based
puzzles, word puzzles, math puzzles and (of
course) chess-based puzzles. This is fun reading,
and most of it would add a lot to a game session
if you incorporated it.
So,
if this book is so great, why not give it five
stars? Well, it's not perfect. Like I mentioned
earlier, the prestige classes are neither innovative
nor well-constructed. The new NPC class, the
thug, is really just a poor rogue, and there's
really not much need for that (and it reinstates
that old term "backstab" into the
game, which also wasn't needed). Many of the
feats are fine, but none of them will knock
your socks off except for the ones that are
probably too good, like Improved Range Sneak
Attack and Improved Sneak Attack (the former
breaks the 3rd Edition idea that fine precision
is impossible at a distance, and the latter
doesn't have prerequisites to justify its benefits).
And the real shame of this material is that
it takes up pages that could have been filled
with more traps and puzzles.
But
these are minor, minor points. Traps &
Treachery is a good book. Buy it.
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