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<blockquote data-quote="Messageboard Golem" data-source="post: 2008756" data-attributes="member: 18387"><p>The OA is a superly layout hardcover tome of inspiration. If you want to play Asian games - this book is for you. If you want more options for yourself and your players - this book is DEFINITELY for you!</p><p></p><p>Other reviews have already provided an indepth look at this product so I'll limit myself to my personal highlights:</p><p></p><p>Races: Nezumi (basically Skaven!) and Vanara are refreshingly different player character choices.</p><p></p><p>Classes: All classes get a good treat but the true highlight is the addition of the Shaman class. It's well-done, it's interesting and it's neither really druid nor cleric! The Sohei are certainly interesting in a setting that lacks paladins. A strange combination of monk, barbarian, fighter and holy warrior - I'm sure some players will find it a nice challenge.</p><p>The best part of the chapter is the reworking of the monk class, though. The monk is given greater flexibility with his feat selection which makes it possible for more customisation of the individual monk's combat style.</p><p></p><p>Prestige Classes: A truly stunning chapter. The prestige classes are generally colourful, interesting and very evocative. Blade Dancer, Iaijutsu Master, Ninja Spy (íf you want the core class - check out Rokugan d20), Shadow Scout, Shapeshifter and Witch Hunter are all favourites of mine and can easily be applied in other settings. </p><p></p><p>The next few chapters feature a plethora of new feats, one new skill and all the oriental equipment you'll need to kick your game in gear. New feats are always welcome and the introduction of Ancestral Feats (akin to the Regional Feats) is most welcome. A shame WotC didn't make Background Feats a part of the Core Rules in the first place. </p><p></p><p>Magic and Spells: Hundreds of spells!!! You can virtually drop all of these directly into any campaign and your druid and elementalist-inclined players would love you for it. Good spells include Pain, Posses, Mental Strength, Steam Breath, Water to Poison and Decapitating Scarf and many, many more.</p><p></p><p>Magic Items: I've already got more magic items than I'll probably ever need - but options are always nice and OA continues to deliver in this chapter. Nice inspirational weapon qualities like Silent moves, Initiative and Displacement are instant favourites and the Orientally flavoured specific items are equally well-done. </p><p></p><p>And now what all you Killer-DMs out there have been waiting for (yes that is YOU!): MONSTERS. This chapter is dotted with superb illustrations of its generally spirit/undead themed monster selection. You'll also find old favourites like the Lung dragons, Ki-Rin, Pennaggolan (referred to as Penanggalan in the old Fiend Folio), Tasloi and Yeti. Must-haves for any monster-collector. The chapter has a plethora of "Oni" which are basically demons that will convert easily into normal fiends should you so desire. A new type modifier is included: "Spirit". This modifier has little game effect, except for determining whether or not a creature is affected by "spirit"-themed spells. It also nicely shows how many kinds of creatures are perceived as being part of the spirit world in an Oriental campaign...</p><p></p><p>A bit of info on worldbuilding follows, you should check out the great Web Enhancement for a sample Oriental world with an Indian feel that was created with the info present here. </p><p></p><p>The rest of the book gives you a fairly thorough introduction to Rokugan and the Shadowlands. If you are really interested in this setting you should buy Rokugan d20 for the additional details.</p><p></p><p>The finish of this review: Oriental Adventures is a superb product that is receiving continuing support by AEG's Rokugan line (Creatures of Rokugan, Magic of Rokugan and Rokugan d20). If you want an Oriental campaign - you HAVE to buy this product. Even if you are not - this product is still an entertaining and inspirational read that will stand out in your collection.</p><p></p><p>-Zarrock</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008756, member: 18387"] The OA is a superly layout hardcover tome of inspiration. If you want to play Asian games - this book is for you. If you want more options for yourself and your players - this book is DEFINITELY for you! Other reviews have already provided an indepth look at this product so I'll limit myself to my personal highlights: Races: Nezumi (basically Skaven!) and Vanara are refreshingly different player character choices. Classes: All classes get a good treat but the true highlight is the addition of the Shaman class. It's well-done, it's interesting and it's neither really druid nor cleric! The Sohei are certainly interesting in a setting that lacks paladins. A strange combination of monk, barbarian, fighter and holy warrior - I'm sure some players will find it a nice challenge. The best part of the chapter is the reworking of the monk class, though. The monk is given greater flexibility with his feat selection which makes it possible for more customisation of the individual monk's combat style. Prestige Classes: A truly stunning chapter. The prestige classes are generally colourful, interesting and very evocative. Blade Dancer, Iaijutsu Master, Ninja Spy (íf you want the core class - check out Rokugan d20), Shadow Scout, Shapeshifter and Witch Hunter are all favourites of mine and can easily be applied in other settings. The next few chapters feature a plethora of new feats, one new skill and all the oriental equipment you'll need to kick your game in gear. New feats are always welcome and the introduction of Ancestral Feats (akin to the Regional Feats) is most welcome. A shame WotC didn't make Background Feats a part of the Core Rules in the first place. Magic and Spells: Hundreds of spells!!! You can virtually drop all of these directly into any campaign and your druid and elementalist-inclined players would love you for it. Good spells include Pain, Posses, Mental Strength, Steam Breath, Water to Poison and Decapitating Scarf and many, many more. Magic Items: I've already got more magic items than I'll probably ever need - but options are always nice and OA continues to deliver in this chapter. Nice inspirational weapon qualities like Silent moves, Initiative and Displacement are instant favourites and the Orientally flavoured specific items are equally well-done. And now what all you Killer-DMs out there have been waiting for (yes that is YOU!): MONSTERS. This chapter is dotted with superb illustrations of its generally spirit/undead themed monster selection. You'll also find old favourites like the Lung dragons, Ki-Rin, Pennaggolan (referred to as Penanggalan in the old Fiend Folio), Tasloi and Yeti. Must-haves for any monster-collector. The chapter has a plethora of "Oni" which are basically demons that will convert easily into normal fiends should you so desire. A new type modifier is included: "Spirit". This modifier has little game effect, except for determining whether or not a creature is affected by "spirit"-themed spells. It also nicely shows how many kinds of creatures are perceived as being part of the spirit world in an Oriental campaign... A bit of info on worldbuilding follows, you should check out the great Web Enhancement for a sample Oriental world with an Indian feel that was created with the info present here. The rest of the book gives you a fairly thorough introduction to Rokugan and the Shadowlands. If you are really interested in this setting you should buy Rokugan d20 for the additional details. The finish of this review: Oriental Adventures is a superb product that is receiving continuing support by AEG's Rokugan line (Creatures of Rokugan, Magic of Rokugan and Rokugan d20). If you want an Oriental campaign - you HAVE to buy this product. Even if you are not - this product is still an entertaining and inspirational read that will stand out in your collection. -Zarrock [/QUOTE]
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