Complete Monstrous Fighter's Compendium

Ever play a Troll Fighter?

For the first time ever, the rules for playing D&D characters are detailed that allow for your character to be one of the Green Races. Be it orc, goblin, troll, bugbear, ogre or any of the other (roughly) humanoid creatures, the stats, levels, feats, prestige classes, powers and abilities are here. This book is specifically meant for players wanting fighter characters, but game masters as well would benefit from the rules within.

This book is presented in the same style as The Complete Fighter book from Wizards of the Coast and offers players a chance to expand their repertoire of characters further into the realms of fantasy. Be the giant doing the bashing for once. Be the hobgoblin warrior or the troll ranger (oooh, that's a scary thought -- a troll that's even better at hiding in the forest!). Ever play a gnoll paladin? It’s all here
 

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The Complete Monstrous Fighter’s Compendium is a supplement for the d20 system that promises to evolve the way we play monsters.

It fails.

If you own Green Races, this book has virtually no new art. It may actually have no new art, but I’m not going to do a page by page, illustration by illustration comparison. And the Green Races map is the same computer generated dark gray scale one that’s difficult to read.

Second, if you own Green Races, about fifty pages of this material will seem very familiar to you because the races covered here are the same. It tackles the stuff left out of Green Races. See, Green Races did a paragraph of the race, the background, regions, culture, advancement and PrC. Here, we get a different paragraph of background information, personality, physical description, relations, alignment, lands, religion, language, names, adventurers, racial motivation and racial stats. Different but similar information.

What about the game mechanics? Well, it’s not looking good in this department either. No racial level modifications for one thing. Everything looks to start off per normal. First level troll anyone? Uneven bonuses for stats for several of the races. This is a case where if they insisted on putting monstrous racial stats into the book, they should’ve went with the stats by the established companies like Green Ronin and Fantasy Flight Games.

By the time you get through the races, you’ve now up to the classes. It starts off with the core classes, providing brief details on how the races fit into those niches. Not a lot of paladins and monks but lots of barbarians and fighters. For a book about Fighter’s, I’m pondering why it’s included information on the other classes like bards, rogues, sorcerers and wizards, but hey, perhaps its for completeness. One nice touch was the notes on the prestige classes from the Dungeon Master’s Guide. Of course some of the information is obvious like only duergar being dwarven defenders and some I don’t agree with. For example, the half-orc has a long history of being associated with the assassin concept and here, it’s given to the derro and drow.

Four new classes try to break the mold of the standard. We get the Freak, a humanoid that continues to mutate, gaining benign and hindering mutations like mute or natural weapons. We can look over the pikeman, a warrior type whose strength lies in numbers as they master the pole-arms to form units in an army. The Tunnel Rat, a survivor of the underground digging expeditions that always knows his way in the underground ruins. Last, we get the Twisted, beings touched by the gods that have very minor spellcasting ability but are blessed with divine powers like damage reduction and touch hide.

The new prestige classes don’t break a lot of new ground either. The Chief’s Fist is basically a champion type of PrC that is loyal to the lord or leader. The Clan Leader is a warlord type. These are PrC types that have been done in many products ranging from AEG’s Monsters to Heroes of High Favor Half-Orcs. Some of the PrCs do stand out in terms of placement though. For example, who would associate something like the Fortress Master, a specialists of engineering, to be a green race? As with previous books, the GM should keep a close eye on the abilities of the PrCs and determine their appropriateness ahead of time.

For new Skills, we see some that shouldn’t be here. Take Handle Large Animal and Handle Large Avian. Shouldn’t this just be standard sub-uses of the Animal Handling skill? Oration allows the character to give great speeches, but could this be handled by one of the other core skills? Yes. Some skills have some new use though. Take Tactics, it allows the user to take command on a battlefield.

In terms of new feats, we have goods like Battle-Blessed where the character takes less damage in combat due to his ability to resist damage and Hard to Kill, where the character automatically stabilizes when dropped below 0 hit points. Of course we have the dreaded +2 to two skills feasts here too like Close to Nature and Grim Demeanor. It’s a mixed bag at best that GMs will have to go over with a fine toothed comb to be sure it fits into their campaign style and power level.

Those looking for something a bit nonstandard in terms of weapons and armor have new equipment like acid darts and ogre’s blade. Nothing spectacular here, especially if you own the Sword & Fist book as the Ogre’s Blade might as well be the Fullblade. More interesting are the special items like gobrocket, a small signaling rocket or the night helms that basically act as sunglasses for the green races.

A few new magic items help round out the equipment section like the Mark of the Dragon Favored, a suit of chainmail that grants the user some bonuses as long as he doesn’t attack a dragon or the Greatclub of the Ogre Kings, a weapon that’s strength lies in shattering other objects.

Strangely enough, the book includes several new spells as well. We’ve got Battlefield Doppelgangers that creates soldiers, Corpse Burn, a spell to prevent corpses from being raised or reanimated, and Wall of Fear, a spell that creates an invisible wall that pulsates fear within 20 feet of it. A few other spells help round out this section like Illusory Troops, Imbue Elemental Energy and Curse of Thin Blood.

The last section is a collection of various information that helps the players and GM ‘play’ the Green races. This ranges from notes on religion for the different races to ageing tables, height and weight tables, motivations, and using these creatures in a standard campaign as opposed to the Green Races world.

For me, the race section was badly done. No ifs, ands or butts. AEG’s Monsters book wasn’t the greatest, but it beats this hands down. The real meat of the book for me was the other crunchy bits, but even there, I’ll have to playtest these pieces as I’ve found many FFE products overpowered. As an idea generator, it’s expensive and if you’re really looking for a book on playing monsters, there are other choices to consider.

Here’s something else to consider. While the book isn’t overpriced at $24.95 for 128 pages of hardback, there is a lot of competition that puts out hardbacks with more pages for the same amount of money that has all new art and content and is better playtested. While the layout is good and editing is passable, the book wastes space. A splash page to start off with, a credits page, a table of contents page, a preface, an introduction, a two page spread of a map that should’ve been left in the Green Races book, and two more pages for the OGL and the D20 License. Others could’ve got that down to about three pages at most.

For fans of the Green Races campaign setting, this will be a useful toolkit. Others may want to stay clear of it.
 

This is not a playtest review.

The Complete Monstrous Fighter's Compendium is a resource for Fast Forward Entertainment's Green Races campaign setting, detailing how to play monstrous fighters, rangers, barbarians, etc. for that setting.

The Complete Monstrous Fighter's Compendium is a 128-page mono hardcover book costing $24.99. Margins and font are fairly average. There are regular blocks of white space and aspects such as the OGL, credits and contents seem a bit strung out. The internal art is a mixture of Victorian-style public domain pictures and Tony Parker's work, which seems to vary in style quite considerably for one artist - all the art seems appropriate to the text, but can be uninspiring at times. Writing style is average - "Among most other Green Races they act haughty and arrogant, treating non-hobgoblins in a condescending fashion at best, and as weakling slaves or playthings at worse". Editing seems good, with occasional mistakes.

The book starts with a 5-page introduction to the Green Races campaign setting, plus a double-page map of the lands of the Green Races (goblinoids, drow, reptilian humanoids, derro, giants, orcs and gnolls). An overview of fifteen races (and sub-races) of these evil creatures is then given, with passages on personality, physical description, political relations, alignment, lands, religion, language, names, adventurers, racial motivation, and rule-based traits. Five good races - Bronzemen (read Greek culture), southern dwarf, northern elf, Furush (read Egyptian culture), and Yiristri (read Arabian culture) - are also given the same treatment.

The section on classes begins with a discussion of each of the core classes for playing one of the Green Races, as well as the prestige classes from the DMG. Four new 20-level classes are introduced:
* Freak - mutated version of the race, with both positive and negative deformities and limited (4th level) spellcasting ability.
* Pikeman - a number of feat-like abilities and a few bonus feats that enhance formation fighting with pole-arms.
* Tunnel Rat - various abilities that enhance underground fighting in close quarters.
* Twisted - touched by the evil gods, this class gains steady increases in Strength and more potent Damage Reduction.

Twelve new 10-level prestige classes are also presented:
* Chief's Fist - bodyguard and part of a brute squad, abilities to defend charge from harm and instill fear in those who may threaten the chief of the tribe.
* The Clan Leader - bonus feats, improved versions of Leadership, support and inspiration of allies characterize this PrC.
* Driven Spiritualist - a number of powerful magical abilities that allow the PrC to penetrate defences.
* The Fortress Master - spells up to 4th level and PrC features revolving round protecting and attacking fortresses. Also gains some bonus spells that can only be cast via runic inscriptions.
* Geomantic Engineer - avails of a mixture of necromancy and elemental earth magic to create or destroy buildings by blood sacrifice. Spells up to 4th level available.
* Hammerfist - magical item creator that avoids normal time and expense of making magic weapons.
* Keeper Of The Song - bard who inflames racial hatred through story and song
* The Naturalist - creates various potions, salves, and concoctions as well as bonuses to nature-oriented skills
* Road Warrior - seasoned traveller with a variety of travel-oriented feats to choose from and a big reputation.
* Weaponmaster - gains proficiencies in ranges of weaponry and can train others.
* Woodsman - a druid/ranger/rogue cross with abilities designed to improve solitary wilderness existence (no spells).
* Zerkh - super-barbarian with improving hit dice (note the plural), strength, damage reduction, and rages, and bonus feats.

Eight new skills are presented - Artillerist (firing ballista and siege engines), handle large animal, handle large avian, inscribe power runes, oration, swinging (through trees, for those with the Brachiation feat), Tactics (improve troops AC), and tunneling. Over 30 new feats are offered, including such feats as Battle Cry, Brachiation (swing through trees), Grim Demeanor, Obnoxious, Siege Engine Proficiency, Read Tracks, Set Spear Against Charge, and Terrifying.

In the section on Equipment, we find a few new weapons (e.g. acid dart, barbed lash, wrist crossbow), some torturer's equipment, food and drink (e.g. drow wine, orcish ale), special substances (e.g. alchemically treated drycloak and drytent, gobrockets (goblin rockets that often misfire), and mithril manacles). Various magical items are also offered - e.g. plate armor of the horde (gifts leader with greater influence over troops), elf-bane (+5 longsword that confers negative level and damage points to elves who wield it), rod of slave control, and a worg collar (gives worgs +2 deflection bonus).

Six new spells are offered, including Curse Of Thin Blood (confers haemophilia on victim)`, Illusory Troops, and Wall Of Fear.

A section entitled 'Playing The Green Races' begins with a section giving a PHB-style overview of the deities of the Green Races campaign setting, on a race-by-race setting. It continues with some advice on name, gender, age, and height and weight. The chapter also looks at the more social elements of the Green races, including racial motivations (and playing against the grain of these. The next section gives a brief overview (with no stat blocks) on six powerful NPCs that rule amongst the Green races. The book ends with some advice on using Green Races characters in other campaign settings.

The High Points:
For those interested in playing evil races in Fast Forward's Green Races campaign setting, the book gives a good deal of background information and options. Some of these concepts could be used to stimulate ideas for other campaign settings where the GM encourages players to run evil characters from such races as drow, duergar, orc, goblin, gnoll, giant, etc. The equipment section was probably the best for these purposes, particularly the imaginative special substances such as the demon screamer (a very loud whistling contraption that can be used for distractions) and the lantern stone (which glows brightly for a period of time when struck hard against the floor).

The Low Points:
Again, Fast Forward fails when it comes to their exposition of the d20 rules. Here are some examples:
* No ECL's used for any of the races. A little quote from the book will help to explain the philosophy behind this - "In a campaign that focuses on combat, your character will have a distinct advantage over the other characters at lower levels...You can appease their jealousy by role-playing your character in such a way that he does not join in with every combat". Bingo, instant balance.
* The Pikeman 20-level class - all the class features of the Pikeman seem oriented towards fighting in co-ordination with a phalanx of other pikemen - not exactly a very appealing class for PCs, or one that can be used in most fantasy campaigns, not even the Green Races setting.
* The Driven Spiritualist gets a class feature at 3rd level called Whipping Willow, which allows him to "execute a single melee attack upon every individual...within a 15 ft. radius."
* Hammerfist PrC - this PrC neatly sidesteps nasty requirements for magic weapon creation such as time, XP, item creation feats. He also gets the Ambidexterity and Two-Weapon Fighting feats for free when fighting with hammers, and gets a Fighter's BAB into the bargain. With the entry requirement for this class being 6th level, the campaign is going to suffer from magic weapon overkill very quickly, and will soon unbalance a campaign.
* The Zerkh PrC's Rage feature doesn't state whether his rages stack with those from the barbarian class. Why does his Rage give him a +3 to Strength and Constitution, rather than the barbarian's +4? A +1 Strength bonus every three levels?
* The Handle Large Animal skill. What?? I had to go back and re-read the Handle Animal skill from the PHB to see where it restricted animal size. I quote from the PHB: "Use this skill to...teach a tyrannosaur to "speak" on your command". Since birds are also mentioned in the Handle Animal skill description, the Handle Large Avian skill also needlessly duplicates. A few words expanding the Handle Animal skill would have sufficed. Same with Oration - Diplomacy already covers influencing NPC attitudes.
* The Nerves of Steel feat grants "a +2 bonus to all morale checks, and receives a +2 bonus to saving throws against fear effects". Morale checks?

Throughout the book, rules explanations are either faulty or incomplete (i.e. missing an important piece of information). Despite the covers proclamation that the rules can be used for any setting, they are often specific to the Green Races campaign setting (e.g. the races in the first section do not use standard stats, but those from Fast Forward's setting).

Conclusion:
Unless you already own and enjoy the Green Races setting and are willing to forgive the numerous rules errors and lack of originality (e.g. the Tunnel Rat class (as a PrC), the Battle Cry feat, several +2 to two skills feats, the Clan Leader PrC), you are likely to find this product one of the poorest on the market. They make no attempt to use such useful SRD/OGC as ECL's or Prestige Races where they would have improved matters. Fast Forward has become renowned for their poor handling of the d20 rules and this is a book that is full of rules. Enough said.
 

Complete Monstrous Fighter's Compendium

The Complete Monstrous Fighter's Compendium is a player option sourcebook providing races, classes, and other options for players that want to play monster race characters. The book draws from the world of Elara, the campaign setting of the Green Races supplement and the Dragon Elves e-card game.

The Complete Monstrous Fighter's Compendium is published by Fast Forward Entertainment. Contributing authors include Timothy Brown, Johnathan Cassie, Kurt Hausheer, David Lyons, W. Jason Peck, Jarad Fennell, M.K. McArtor, Gary McBride, Steve Miller, Christoffer Trossen, and James M. Ward.

A First Look

The Complete Monstrous Fighter's Compendium is a 128 page hardbound book priced at $24.99 US. This ties with Enchanted Locations: Crypts & Tombs (also by Fast Forward) for the most expensive hardbound book on a per-page basis that I have reviewed. Unforutanately, this seems to be part of a larger trend. Small hardbound books are becoming more common in the d20 marketplace, where at one time, d20 books under 160 or so pages would be exclusively softback.

The cover of the book has the same grainy red background that Fast Forward uses for all of its hardbound books. The front cover panel has a simple illustration of a coat of arms depicting a pair of crossed sabers in front of a triangle, drawn in gold lines.

The interior is black-and-white. The interior illustrations vary in quality from mediocre to good. Some of the art is replicated for Green Races and Dragon Elves, but the reproductions from Dragon Elves are of higher quality than the ones that appeared in Rings of Power.

The interior font size is conservative, and the header font simple and clear. The paragraphs and sentences are single-spaces. Overall, the book makes good use of space.

A Deeper Look

The book is split into chapters titled by subject matter: Introduction, Races, Classes, New Skills, New Feats, Equipment, Spells, and Playing the Green Races.

The introduction chapter includes a overview of the world of Elara, with a brief overview of the geography and history. Most of the elements of the world are familiar to D&D settings: elves, humans, dragons, dwarves, as well as the green races: orcs, goblins, trolls, and other "evil" or "green" races.

Most of the history focuses on the development of the human races and the political struggles of the elves. The struggles of the elves eventually leads to a pact with the dragons which gives each a bit of the other's power. This, in turn, leads to the dragons manipulating the "green" races into moving into the lands of the humans and the elves.

Surprisingly little is said about the history of the green races themselves. For that, you must delve into the Green Races sourcebook.

The races chapter is really the heart of the book. PHB-style descriptions are provided for the various races of the world of Elara, including such details as personality, physical descriptions, relations, lands, religion, and names as well as racial trait mechanics.

These races are variants of many of the stock humanoid and monstrous races of the D&D game, both good and "green". There are, however, some small differences between these races and the standard races, mainly in the area of skill bonuses. However, there are some other modifiers, such as armor bonuses for the northern elves, who are as a race slowly morphing and becoming more dragon-like. More extreme additions to some races include bonus feat and skill points for derro (much like humans), and immunities to dragon-breath (for DragonGoblins, a spin off of goblinkind that drinks the blood of dragons.)

The most significant omission from the racial descriptions is level modifiers for any of the races. You might assume that it is safe to use the standard level modifiers from the DMG or other book (such as Savage Species. However, the races have benefits over their standard counterparts, even humans, so many of the level modifiers would likely be inaccurate. It may take a little DM adjudication to use these races.

A more minor problem is that many of the races have odd statistic modifiers, violating the "even ability modifiers only" convention of the d20 system. As such, the DM may find that some of the races are easy to min/max attribute sets with unless some of the modifiers are tweaked.

A good part of the classes chapter discusses the existing classes in the core books. Each class has one or more paragraphs discussing how the class fits into the Elara setting, including which classes are particularly appropriate for which races, and what prestige classes (in this book and in the Green Races book the class fits with.

After what I considered a pretty poor showing in Green Races (which had core classes with arbitrary attack modifier progressions, omitted skill lists, and nonsensical feat and class ability selections), I was a little disheartened when I saw that this book contained new core classes as well. Fortunately, these classes seemed to be laid out correctly with all the information you need to play them, and there is only one break with convention as far as advancement schemes go (one class, the pikeman, uses a nonstandard BAB progression.)

The four new core classes are:
-Freak: Freaks are members of the green races with strange mutations. Freaks get beneficial mutations as they advance, as well as deformities. Also, freaks have access to a small number of divine spells similar to a paladin or ranger.
-Pikeman: As the name suggests, the pikeman is a warrior-type with a specialization in pole-weapons. The pikeman receives a number of abilities that provide benefits only when used as part of a unit of pikemen, some of them only beneficial if the entire unit uses the stance. This is a bit problematic in the typical D&D game, as there are too few characters of a high enough level to realistically provide a unit for the character to belong to. This, coupled with the nonstandard BAB progression, makes the class the least compelling in the book, and if one wants pike maneuvers, it can be much better accomplished with a feat chain.
-Tunnel rat:The tunnel rate is a member of the green races that is specialized in digging tunnels and fighting in confined spaces.
-Twisted: Sort of the green races' answer to a paladin, the twisted is touched by the dark gods of the green races. The twisted are good fighters, and slowly get spells and abilities not unlike a paladin, but a bit darker in nature. In actuality, when contrasted with the paladin, the twisted seems a little weak, especially at low levels.

Overall, the freak and the twisted might be suitable classes, an answer to the idea of a psuedo magical warrior type like a paladin or ranger. However, I feel that the tunnel rat and the pikeman are little more than specialized fighters whose concept may be realized by a fighter with the proper feat chains.

The prestige classes are a bit more sensible in concept, mostly being specialized concepts with special roles within the tribes of the green races. Unfortunately, some of them resort to ad hoc or nonstandard save progressions.
-Chief's Fist: Chief's Fists are the nominally loyal bodyguards and right-hand-men of chiefs of the green races. Chief's fists gain abilities that help them protect their charge, as well as to inspire fear.
-Clan Leader: The clan leader is the leader of a green races clan. Special abilities include a generous feat progression and abilities to lead and inspire.
-Driven Spiritualist: The text describes the driven spiritualist as a specialist in penetrating defenses, but the class abilities seem to be more oriented towards turnabouts, e.g., ambushing would be ambushers and reflecting attack damage. The class uses a few terms that are not familiar d20 system terms such as "mesmerized", which will leave you guessing as to the actual effect. The class also lists some abilities that do not appear on the summary
-Fortress Masters: The characters are specialists in using magic and mundane knowledge to defend and sustain fortifications. The class has its own spellcasting progression and also gains bonus spells (individual spells, not caster levels) to existing classes, but can only use these bonus spells using the runic casting system described later in the book. In addition, the class has very generous save and attack progressions (too generous as it has ALL good save and attack progressions) and class abilities including bonus feats, proficiency with siege engines, and magic abilities to aid in the defense of fortifications.
-Geomantic engineer: The geomantic engineer consorts with powerful spirits of the earth summoned through sacrifice, and can use these spirits to weaken or protect stone structures. The class also has its own spellcasting progression and a good attack progression.
-Hammerfist: The hammerfist is a specialized duergar smith with the rudimentary ability to imbue weapons they wield or create with magical abilities.
-Keeper of the Song: The keeper of the song is a member of one of the green races that acts as a historian and oral lore-keeper for its people. The class has its own spellcasting progression, and has class abilities that are basically modestly tweaked versions of bard abilities, such as a fairly powerful ability to inspire frenzy, which grants allies an ability much like a barbarian rage. The basic concept of this class is close enough to the core bard that perhaps it would have been better expressed as a collection of bard-appropriate feats.
-Naturalist: Naturalists are experts at nature, but unlike druids are good fighters instead of spellcasters. In addition to bonuses to nature-related skills, naturalists gains a number of "nature lore" abilities as they advance. These abilities let the naturalist concoct a number of useful items (many of them poisons) from natural substances.
-Road warrior: The road warrior is alternately a guardian or highwayman/bandit that roams the roads of Elara. Similar to the naturalist, road warriors gains a number of feat-like "secrets of the road" as they advance that benefit them in their trade.
-Weaponmaster: Unlike weaponmaster type characters in other products, this weaponmaster strives to master many types of weapons. The character gains "weapon styles" with five different types of weapons that given them feat like benefits, AND the character gains general feats at every odd level, making this class unquestionably better than the fighter. In addition, the class ability table lists no ability for 10th level.
-Woodsman: The woodsman is sort of a "super ranger" that receives wilderness abilities as ell as abilities like sneak attack. This class is too much like a "better" version of a ranger for my comfort, and some abilities are a little generous (such as a cover tracks ability that automatically is successful in hiding the tracks of the whole party, instead of providing a modifier to the DC of the check.)
-Zerkh: The Zerkh is a strange sort of hybrid between the barbarian and the fighter... and again, is way too generous with the abilities. The zerkh gets the best of both fighter and barbarian abilities as well as strength bonuses and an escalating hit dice.

As can be seen, some of the classes are suitable and playable, much more so than the ones in Green Races, but some are a bit generous and conceputally weak, being little more than powered up versions of core classes.

The book introduces 8 new skills: artillerist, handle large animal, handle large avian, inscribe power runes, oration, swinging, tactics, and tunneling. Arguably, many of these skills should have been tucked into knowledge or profession categories, and oration might be a perform category, but at least the book does bother to add these skills to the existing classes (which many books that engage in such proliferation of skills miss out on.) Handle large animal and handle large avian are probably too specific to warrant their own skills, or at best might require feats that allow the use of handle animal in these capacities.

Inscribe power runes takes on the role more typically given to feats. It allows a character to inscribe a spell as a rune. The check is easy (DC 5+spell level), but inscribing a spell in this way allows the character to escalate the power of a spell drastically (+1 DC per 3 ranks in the skill.)

The book introduces a number of new feats. Many of the feats are specific to classes like fighter, barbarian, and/or rogue. Many of the feats are pretty reasonable, such as a feat chain that gives bonuses to AC, saves, and culminates with a 1 point DR (though it doesn't call it DR and sort of reinvents the mechanic.) Others are powerful and/or generous. Devout Champion, for example, grants the character access to domain spells as if the character were a cleric with a class level equal to the character's level!

The equipment section provides a variety of new items appropriate to the green races. For the most part, they are pretty reasonable. Normal equipment includes items such as unique weapons, torture gear, fungus beer, anti-troll acid darts, and goblin rockets. Magic items include the likes of troll bone blades (allows the wielder to regenerate) and rods of slave control. Some items are powerful, but for the most part commensurately price. A few items fall outside the purview of the normal item creation rules, such as a potion that induces a deep trance that effectively acts like a commune spell.

The spells section includes 6 combat oriented spells, doing things like creating illusory soldiers or adding elemental damage to weapons. Overall, the spells are reasonable.

The last section is entitled Playing the Green Races, and includes a variety of sundry details for playing green races characters. This includes details on religion (including deities and sphres), physical details (such as height, weight, and aging), details on conflicts in the setting and on roleplaying members of the green races.

Conclusion

The Complete Monstrous Fighter's Compendium is an improvement over the Green Races campaign setting book and includes many of the important details glossed over in that book. If you are interested in running a game in the Green Races campaign setting, you should consider this book.

Rules-wise, the book is a mixed bag. Most of the entries are playable, but have problems with d20 System conventions, balance, and concept. The omission of ECLs is the single biggest stumbling block to using this book for monstrous campaigning.

If you are looking for a guide to monstrous campaigning, there are some decent ideas here, but in general AEG's Monster does a better job. To top it off, this book comes at a much higher premium and has a much more mediocre presentation.

Overall Grade: D

-Alan D. Kohler
 

Just asking,

Is the use of non-standard conventions (irregular BAB or save progressions, uneven ability score modifiers, etc) really a <i>problem</i>, particularly in a third party work.

I could understand that WotC would want to have conservative concentions, but doens't it make sense for other d20 publishers to work between the lines a bit to acheive greater variety.

This is not a criticism of the review so much as a general question, btw.
 



That's really up to you to decide. I consider it a problem, albeit a minor one. At least you could plug in these figures and play with them; it's more of a consistency/lack of confusion thing than anything else.
 

It's a problem.
The more that a rules set deviates from D20 the harder it is to include it in a game. While a given mistake may not matter too much I do certainly think at patern of such certainly merits inclusion in a review.
 

Since you are not a professional game designer we know your review is meaningless.

I guess ECL is one of those things like CR that according to Jim Ward is stupid and on the way out in DnD.

Thanks for the review though, ite tells us all what most of us suspected already. Fast Forward is not becoming any more competent at producing supplements or following the rules.
 

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