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Best (and worst) of 2006
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<blockquote data-quote="NiTessine" data-source="post: 3248259" data-attributes="member: 475"><p>In my opinion...</p><p></p><p>The Best of 2006:</p><p></p><p>1. <em>Player's Handbook II</em>. The best general utility player accessory book WotC has released. The content is both balanced and innovative, and I am sorry to see that other books haven't picked up on the new spell styles presented here. The book also contains some of my favourite feats, such as Short Haft, which makes polearms worthwhile again, and the continuation of the Weapon Specialization feat chain.</p><p></p><p>2. <em>Red Hand of Doom</em>. I am currently running RHoD for Living Greyhawk, and it is one of the best adventure modules I've had the pleasure to run. The story is good, the tactical situations are both interesting and challenging, and the villains are memorable.</p><p></p><p>3. <em>Dragon Magic</em>. Another general utility book, with a wide range of content for all classes, built on a central theme. While the dragons-mate-with everything joke is starting to get old and the dragonfire adept feels redundant next to the warlock, the content is nevertheless well-written, useful, and inspiring.</p><p></p><p>Honourable Mentions: </p><p>1. <em>Tome of Magic</em>, for the coolest new base class ever, the binder.</p><p>2. <em>Fiendish Codex I: Hordes of the Abyss</em>, for bringing back a bit of the old cosmology.</p><p></p><p>And then...</p><p></p><p>The Worst of 2006:</p><p></p><p>1. <em>Mysteries of the Moonsea</em>. An experimental format that I truly hope we shall not be seeing more of. Even so, the book could have been somewhat redeemed if the different adventure series actually played into one another, or if significant portions of the book's Realmslore wasn't obsolete by the time it came out.</p><p></p><p>2. <em>Races of the Dragon</em>. The worst book of a generally ill-conceived series. Whereas its predecessors were only burdened by a single new and ultimately forgettable race, this one had two. While the dragonborn is a solid and interesting concept, it is a bit of a niche race and sets certain demands for the campaign. The spellscale I did not like at all. Sadly, not a very good way to kick off the Year of the Dragon. Fortunately, later books on the theme, for the most part, rocked.</p><p></p><p>3. <em>Monster Manual IV</em>. Now, I like the new monster format. I think the statblock itself is easier to read and more logical than the old one (though I think that a Trip bonus should be included), and the "For the PCs" bits on some monster entries are an excellent addition. I could do with less encounter areas and stuff, but I can live with it. However, what really kills me about MM4 is the spawn of Tiamat. I am not a particular fan of them, and their presence in the book might have been forgivable if they weren't so damn numerous. About a half of them could've been cut out and spread into other books, or a web enhancement, or Dragon, or, really, anywhere. The space they left could've then been filled with modrons.</p></blockquote><p></p>
[QUOTE="NiTessine, post: 3248259, member: 475"] In my opinion... The Best of 2006: 1. [i]Player's Handbook II[/i]. The best general utility player accessory book WotC has released. The content is both balanced and innovative, and I am sorry to see that other books haven't picked up on the new spell styles presented here. The book also contains some of my favourite feats, such as Short Haft, which makes polearms worthwhile again, and the continuation of the Weapon Specialization feat chain. 2. [i]Red Hand of Doom[/i]. I am currently running RHoD for Living Greyhawk, and it is one of the best adventure modules I've had the pleasure to run. The story is good, the tactical situations are both interesting and challenging, and the villains are memorable. 3. [i]Dragon Magic[/i]. Another general utility book, with a wide range of content for all classes, built on a central theme. While the dragons-mate-with everything joke is starting to get old and the dragonfire adept feels redundant next to the warlock, the content is nevertheless well-written, useful, and inspiring. Honourable Mentions: 1. [i]Tome of Magic[/i], for the coolest new base class ever, the binder. 2. [i]Fiendish Codex I: Hordes of the Abyss[/i], for bringing back a bit of the old cosmology. And then... The Worst of 2006: 1. [i]Mysteries of the Moonsea[/i]. An experimental format that I truly hope we shall not be seeing more of. Even so, the book could have been somewhat redeemed if the different adventure series actually played into one another, or if significant portions of the book's Realmslore wasn't obsolete by the time it came out. 2. [i]Races of the Dragon[/i]. The worst book of a generally ill-conceived series. Whereas its predecessors were only burdened by a single new and ultimately forgettable race, this one had two. While the dragonborn is a solid and interesting concept, it is a bit of a niche race and sets certain demands for the campaign. The spellscale I did not like at all. Sadly, not a very good way to kick off the Year of the Dragon. Fortunately, later books on the theme, for the most part, rocked. 3. [i]Monster Manual IV[/I]. Now, I like the new monster format. I think the statblock itself is easier to read and more logical than the old one (though I think that a Trip bonus should be included), and the "For the PCs" bits on some monster entries are an excellent addition. I could do with less encounter areas and stuff, but I can live with it. However, what really kills me about MM4 is the spawn of Tiamat. I am not a particular fan of them, and their presence in the book might have been forgivable if they weren't so damn numerous. About a half of them could've been cut out and spread into other books, or a web enhancement, or Dragon, or, really, anywhere. The space they left could've then been filled with modrons. [/QUOTE]
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