Psion
Adventurer
John Cooper said:Originally posted by JoeGKusher:Nope, not me, Joe. I was told that Mongoose is currently rethinking their review policy, and they haven't sent me anything for months. (It's a pity, too, because I can't find several of their books in my local gaming stores, Book of Hell and Book of the Planes being two I've been particularly looking for.)
If you are interested in The Book of Planes, I can offer a few thoughts. Overall, I like it, in part due to the fact that I like Hanrahan's imaginative writing style (I also loved some of his ideas and prose in Book of Dragons and in the campaign idea chapter he contributed in in Sorcery & Steam.)
Some of the Book of the Planes is redundant with Manual of the Planes, in that it repeats staples like the elemental planes and transitive planes, though it took them in different directions and added new hazards and sites. (I was especially tickled to see one of my favorite planar site ideas from the pages of Dragon revisited, theorizing on the origin of ioun stones.)
The outer planes are all new. Though they have the same general theme of many of those in other settings (heavens, hells, etc.), many of the takes are all new. For example, the Courts of Law, are ironically, a land of continual change, as inhabitants and items are continually refined into a more perfect state. (Incidentally, inferunus here is described in brief, and I like what I saw, but Book of Hell has a different author.)
One of my favorite outer planes is the creepy Mal, which is the site of an ancient race slumbering until once again the Malites spill forth into the universe.
Mechanics are interesting. Planar organaizations are included, and mechanically each is represented by a feat and a 3-level class. I like this appraoch much better than the 10-level class, which I consider too all encompassing for these types of orgnaizations. The 3 level classes add some useful abilities but don't take over the character concept.
Planar mechanics and magic mechanics are also interesting in that they shine a light where Manual of the Planes does not. Planes are assigned planar traits from 0 to 20 (or -10 to +10) covering things like gravity, life, elemtal traits, magic, and so forth, with a number of possible "quirks" not directly defined by the numbers. The magic mechanics relate to this; the planecrafting spell lets you change a suitable plane by a suitable amount (for example), and the Punch shift metamagic feat lets you reach planes more easily than the accessibility trait normally allows.
Hmmm... perhaps I ought to put that up as a mini-review.