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Gladiator: Sands of Death
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008580" data-attributes="member: 18387"><p>First of all I have to say that I do not realy need this book. Chances are, most of you do not realy need it either. That said, in what it sets out to do it succedes as brilliantly as my favourite Demonology or as any other d20 book. </p><p></p><p>What it does is provide setting, rules and justification for gladiatorial games within the d20 system. This continues the tradition of Mongoose publishing in developing the hithero untouched (rules-wise) but fertile fiction and fantasy concepts. Outside the context of the gladiatorial games the book is flat out useless. Even the "crunchy bits", prestige classes and feats are geared almost exclusively towards the gladiatorial setting. Therefore my 5/5 stars rating applies only if you intend to use it for what it was designed - introducing the gladiatorial combat into your campaign.</p><p></p><p>If that is what you intend to do then the book realy delivers. No aspect of the arena fighting has been left unexplored: from the possible shapes and sizes of the arena's themselves and the "behind the scenes" politics to the three gladiatorial prestige classes, feats to be used in the arena, gladiatorial equipment, even the dirty tricks. My personal favourites are charioteering rules (simple and yet better then what I have previously thought of myself) and the "fame" rating. </p><p></p><p>As is usual with the Mongoose, there is much more description the rules and the later tend to be simple and concise. First half or do of the book hardly has any game material in it but s still very usefull as it sets up the stage for the entire concept of gladiatorial combat and gives the valuable ideas as to how to include it into a campaign. Writing style is excellent, much better then that in the "Seas of Blood" and on par with the best of Mongoose, or with best of d20 for that matter. It inspires the DMing ideas which is always a good thing. Flavour text is actualy interesting and relevant. </p><p></p><p>Artwork varies from superb to sub-par. Inner side of the front cover is a computer generated chariot which, once in black in white, looks appaling. Fortunately it is one of the very few computer drawn pictures in the book. Some of the other pictures are however excellent including some very successfull (and appropriate) babe-art. </p><p></p><p>All in all this is a very sucessfull niche product even if it fills a rather smallish niche. If you are even remotely interested in the subject matter (from the game standpoint) then, by all means, get it. If you are looking for some fighter matierial to use in your non-gladiatorial campaign then you are best to let this one go.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008580, member: 18387"] First of all I have to say that I do not realy need this book. Chances are, most of you do not realy need it either. That said, in what it sets out to do it succedes as brilliantly as my favourite Demonology or as any other d20 book. What it does is provide setting, rules and justification for gladiatorial games within the d20 system. This continues the tradition of Mongoose publishing in developing the hithero untouched (rules-wise) but fertile fiction and fantasy concepts. Outside the context of the gladiatorial games the book is flat out useless. Even the "crunchy bits", prestige classes and feats are geared almost exclusively towards the gladiatorial setting. Therefore my 5/5 stars rating applies only if you intend to use it for what it was designed - introducing the gladiatorial combat into your campaign. If that is what you intend to do then the book realy delivers. No aspect of the arena fighting has been left unexplored: from the possible shapes and sizes of the arena's themselves and the "behind the scenes" politics to the three gladiatorial prestige classes, feats to be used in the arena, gladiatorial equipment, even the dirty tricks. My personal favourites are charioteering rules (simple and yet better then what I have previously thought of myself) and the "fame" rating. As is usual with the Mongoose, there is much more description the rules and the later tend to be simple and concise. First half or do of the book hardly has any game material in it but s still very usefull as it sets up the stage for the entire concept of gladiatorial combat and gives the valuable ideas as to how to include it into a campaign. Writing style is excellent, much better then that in the "Seas of Blood" and on par with the best of Mongoose, or with best of d20 for that matter. It inspires the DMing ideas which is always a good thing. Flavour text is actualy interesting and relevant. Artwork varies from superb to sub-par. Inner side of the front cover is a computer generated chariot which, once in black in white, looks appaling. Fortunately it is one of the very few computer drawn pictures in the book. Some of the other pictures are however excellent including some very successfull (and appropriate) babe-art. All in all this is a very sucessfull niche product even if it fills a rather smallish niche. If you are even remotely interested in the subject matter (from the game standpoint) then, by all means, get it. If you are looking for some fighter matierial to use in your non-gladiatorial campaign then you are best to let this one go. [/QUOTE]
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