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Best (and worst) of 2006

Greg K said:
Yes, but there is a also a segment that will rate any book book with classes and feats as great no matter how poor it is -especially if it says WOTC on the cover.

Sad but true. :(
 

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Having finished reading SGoS, I have been able to compile my list of the 'best 5' of 2006. (I should note that I own but have not yet read "Fiendish Codex II" and "Cityscape". One or both of these products could be good enough to earn a place in the top 5.)

5. Book of Nine Swords

I liked the flavour, although it's obviously not for everyone. I haven't done an in-depth analysis of the mechanics, but they don't seem obviously broken. Plus, I'm very glad to see Wizards at least trying new things.

4. Shattered Gates of Slaughtergarde

The return of the boxed set of old, only without the box, this was a very solid adventure that I look forward to running. That said, I think the Delve format takes up too much room for 'run-of-the-mill' encounters, and the adventure isn't that inspired. Therefore, I think this adventure represents more a teaser of great things to come than greatness in itself.

3. Players Handbook II

Probably the most useful book I bought this year. I especially liked that it didn't feature and new prestige classes, and that it did (finally) provide lots of high-level Fighter feats.

2. Fiendish Codex I

Excellent fluff. This would be rated #1 except for a number of mechanical errors, and a couple of questionable decisions. In particular, the stat blocks included pre-figured Power Attack values but didn't indicate what those were. Also I would have preferred Demogorgon be pegged at CR 28 and the other demon lords scaled accordingly.

1. Red Hand of Doom

Another great adventure. Classic plot, but extremely well done. Perhaps more importantly, as the first large adventure Wizards had published for a while, it was important that this one delivered, and it really did.

Honourable Mentions: I have excluded Dragon and Dungeon magazines from consideration because they are Paizo rather than WotC productions. Had I not done so, these would have held the #2 and #1 positions, respectively.

And the product I'd like to forget: "Scourge of the Howling Horde". Important concept, and a product Wizards absolutely should do. Lousy execution - far too many stat block errors, and whoever chose that background design for a black-and-white product should be ridiculed. Finally, all the encounters here were far to simple to justify the use of the Delve format - this adventure has less than a third of the adventure material possessed by "The Sunless Citadel", which remains my introductory module of choice.
 

delericho said:
And the product I'd like to forget: "Scourge of the Howling Horde". Important concept, and a product Wizards absolutely should do. Lousy execution - far too many stat block errors, and whoever chose that background design for a black-and-white product should be ridiculed. Finally, all the encounters here were far to simple to justify the use of the Delve format - this adventure has less than a third of the adventure material possessed by "The Sunless Citadel", which remains my introductory module of choice.
Exactly true. All the fears that people had of the "Delve format" came true with this product.

Their concerns were well-founded.
 

Wraith Form said:
[threadjack]
Now, I'm not exactly a dimwit, but really--I was struggling through the char gen rules alone. Other parts of the book had me utterly confused-icated. I'm the DM, so I figure if I can't create characters and understand the rules, I'm hopeless and useless as a DM for my players (half of whom have never played any kind of D&D before).

I want so much to like--and use!--the rules, but I was intimidated away from running the game due to the level of complexity.

(There will be those who take advantage of my honesty in admitting I didn't "get it" and mock me, but...well, there you have it.)
[/threadjack]

It took me a few read-throughs to get a handle on the character creation rules. I agree, they were too complex. Especially considering the original rules, which weren't straightforward either. One of those changes that sorta made me go "huh? Why'd you do all that?" It hasn't bother me though; I feel I have a pretty good handle on the material, without actually having played it. I'll run a game eventually, but probably not for a while.
 


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