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<blockquote data-quote="negativtoo" data-source="post: 2008859" data-attributes="member: 1918"><p>This is an above average alternative to the Core "Monster Manual", which I actually like much better than that particular core rulebook.</p><p></p><p>Yes, the interior art is only b/w and some of it sucks major (some is extremly good, too, just for honesty's sake) - but lets face it, so does some of the full colour art in the MM. ( and especially in the MMF. ) And I can do rather well without the full colour pieces. Must be because when I started RPGs, everything was b/w and most art was lousy or worse...</p><p></p><p>As for the 1 page = 1 monster layout, it keeps things organized and avoids the crowded look of the MM . So, no quibbles there.</p><p></p><p>The monsters themselves are pretty nice, each coming with sample background and history ( fitting for the Scarred Lands setting - replace/rewrite if you do not like it) and usually with some cute adventure seeds included. And as most are deliberate twists of old favourites (the Hags in particular beat the MM's hags hands down with regard to coolness, background and adaptability. So do the Slithereen/Wererats... ), this helps a GM find some new and unexpected uses for the critters. Personally, I could have done well without the "PC"-races treatment in a Monster handbook ( such as Elves, Dwarves etc. ), but, oh well, WoC does it this way, too.</p><p>Also, a large number of the critters are variations of "everyday" animals/beasts, giving them a strange touch in the "wellknown, yet surprising" vein, or new versions of "classic" critters ( like harpies, manticoras, gorgons (much better !), wererats, some weird dragons, a nice zombie variant....) and some nice antagonists which are, let's say, rather "indirect" in their effect on PCs ( such as the Unhallowed, and the Slarecians. Not to mention the Strife Elemental). Sadly these innovative creations are slightly marred by the botched CRs (some times murderously so... e.g. the High Gorgon, stated as CR5, errataed later to a hefty "9") and the lack of the basic "monster rules"/classification from the core MM. Also, some skill-totals and stats do not add up according to standard rules, but again, this is nothing that deters a reasonably creative GM all that much. These errors detract little from the inspirational value of the Book, rather being petty annoyances and minor quibbles for the rule purists.</p><p></p><p>As a resume - while the MM is the reliable (and slightly bland, as there is hardly anything innovative or suprising in it these days) backbone of D20s fantasy's menagerie, the CC is a refreshing wellhead of strange and innovative creatures, which shines at its brightest in the Scarred Lands setting, but can easily be adapted to other worlds/planes. Its IMHO the ideal book to spice up the "wildlife" in any world, shake up one's overconfident players, and helping out a GM with some nice adventure seeds in the bargain. Heavily recommended, except for the some art, and some ( erratad ) errors in the CRs and writeups.</p><p></p><p>4/5</p></blockquote><p></p>
[QUOTE="negativtoo, post: 2008859, member: 1918"] This is an above average alternative to the Core "Monster Manual", which I actually like much better than that particular core rulebook. Yes, the interior art is only b/w and some of it sucks major (some is extremly good, too, just for honesty's sake) - but lets face it, so does some of the full colour art in the MM. ( and especially in the MMF. ) And I can do rather well without the full colour pieces. Must be because when I started RPGs, everything was b/w and most art was lousy or worse... As for the 1 page = 1 monster layout, it keeps things organized and avoids the crowded look of the MM . So, no quibbles there. The monsters themselves are pretty nice, each coming with sample background and history ( fitting for the Scarred Lands setting - replace/rewrite if you do not like it) and usually with some cute adventure seeds included. And as most are deliberate twists of old favourites (the Hags in particular beat the MM's hags hands down with regard to coolness, background and adaptability. So do the Slithereen/Wererats... ), this helps a GM find some new and unexpected uses for the critters. Personally, I could have done well without the "PC"-races treatment in a Monster handbook ( such as Elves, Dwarves etc. ), but, oh well, WoC does it this way, too. Also, a large number of the critters are variations of "everyday" animals/beasts, giving them a strange touch in the "wellknown, yet surprising" vein, or new versions of "classic" critters ( like harpies, manticoras, gorgons (much better !), wererats, some weird dragons, a nice zombie variant....) and some nice antagonists which are, let's say, rather "indirect" in their effect on PCs ( such as the Unhallowed, and the Slarecians. Not to mention the Strife Elemental). Sadly these innovative creations are slightly marred by the botched CRs (some times murderously so... e.g. the High Gorgon, stated as CR5, errataed later to a hefty "9") and the lack of the basic "monster rules"/classification from the core MM. Also, some skill-totals and stats do not add up according to standard rules, but again, this is nothing that deters a reasonably creative GM all that much. These errors detract little from the inspirational value of the Book, rather being petty annoyances and minor quibbles for the rule purists. As a resume - while the MM is the reliable (and slightly bland, as there is hardly anything innovative or suprising in it these days) backbone of D20s fantasy's menagerie, the CC is a refreshing wellhead of strange and innovative creatures, which shines at its brightest in the Scarred Lands setting, but can easily be adapted to other worlds/planes. Its IMHO the ideal book to spice up the "wildlife" in any world, shake up one's overconfident players, and helping out a GM with some nice adventure seeds in the bargain. Heavily recommended, except for the some art, and some ( erratad ) errors in the CRs and writeups. 4/5 [/QUOTE]
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