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Dragonlance Campaign Setting
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<blockquote data-quote="frandelgearslip" data-source="post: 2011059" data-attributes="member: 19631"><p>This product costs $40 for 288 pages. This seems like an okay deal on paper, until one considers that the margins take up 1/4 of the page space. This is no exagerattion they literally take up a quarter of the page space. Furthermore the font size is about twice normal for products of this type. In general the production reminds me of myself when I try to lengthen an essay to fulfill the page count.</p><p></p><p>The chapters of the book consist of:</p><p>ch1: races: Includes info and stats for the various races of krynn. Including 3 types of dwarves, 5 types of elves, gully dwarves, kender, gnomes, Irda, ogres, half-ogres, baaz and kapak draconians, Also included info on playing centuars. Furthermore both gnomes and kender have playable subtypes. It is clear that the campaign does not skimp on playable races (having almost 20). The inclusion of centaurs seems strange as centaurs were never that important to the setting, but I believe they were grandfathered in from the awful fifth age products. Overall the info on the races is excellent and should be enough races for even the most demanding players.</p><p></p><p>ch2 classes and feats: Includes two new core classes. The mystic which is a divine sorcerer. The noble is the other new core class and is similar to the noble class in the star wars books. This class had me really scratching my head as nobles were never important in the setting and it seems strange to have this class for the setting. Seems unneccesary. This chapter also includes some prestige classes including all three orders of the knights of solamnia, all three orders of the knights of nereka, all three orders of the wizards of high sorcery and many others. The prestige classes are excellent and along with the races are the best part of the book. There are also some new feats.</p><p></p><p>ch3 magic: This chapter mainly explains the differences between wizards and sorcerers and clerics and mystics in the context of the dragonlance campaign. There are also a few new spells. The strange thing about the new spells is that an abnormally high amount of them deal with electricity.</p><p></p><p>ch4 gods of krynn: deals with the 19 remaining gods of krynn. The information is excellent and the descriptions includes all the usual information, but the gods are given more detail then the gods described in the forgotten realms campaign setting or the living greyhawk gazzeter.</p><p>(I'm skipping chapter 5 till the end)</p><p></p><p>ch6 dragonlance campaig: Info on adventuring in the setting and the timeline of krynn. Nothing special, though the timeline is very detailed and runs about 20 pages.</p><p></p><p>ch7 monsters: includes the death knight, draconians, fetch, skeletal warrior, spectral minion, and the thanoi among others. The death knight is an accurate accounting of the abilitities of the death knight as they had been described in 2nd edition, rather than the rather weak version in MM2. Overall good information and probably the section I'll be using most since I have been waiting for stats for draconians. skeleletal warriors and true death knights.</p><p></p><p>ch8 dragons: Mainly information on the personality and habits of the dragons of krynn, plus rules for arial combat. ch9 has info on other eras of play. Both of these chapters were okay but neither were anything special.</p><p></p><p>ch5 geography: I saved this for last because this is the main weakness of the book. What we got here is about 50 pages on the countries and geography of krynn. This is a miniscule amount of information on an important part of any campaign setting, and is even worse when one remembers the large margins and fonts. The geography section is poorly done and many places of importance such as tarsis and sanction are not even covered in the section. Those that are covered are simply done lip service. I can't overstate how little information is actually here. This important section along with the font size and margins account for most of the negative score.</p><p></p><p>In the end there are some crunchy bits in the class, race and monster sections of the book, but there is not really all that much information on the setting itself. Plus the margin and font size means that this is another substandard dragonlance product, the same that has been coming for the last 15 years.</p></blockquote><p></p>
[QUOTE="frandelgearslip, post: 2011059, member: 19631"] This product costs $40 for 288 pages. This seems like an okay deal on paper, until one considers that the margins take up 1/4 of the page space. This is no exagerattion they literally take up a quarter of the page space. Furthermore the font size is about twice normal for products of this type. In general the production reminds me of myself when I try to lengthen an essay to fulfill the page count. The chapters of the book consist of: ch1: races: Includes info and stats for the various races of krynn. Including 3 types of dwarves, 5 types of elves, gully dwarves, kender, gnomes, Irda, ogres, half-ogres, baaz and kapak draconians, Also included info on playing centuars. Furthermore both gnomes and kender have playable subtypes. It is clear that the campaign does not skimp on playable races (having almost 20). The inclusion of centaurs seems strange as centaurs were never that important to the setting, but I believe they were grandfathered in from the awful fifth age products. Overall the info on the races is excellent and should be enough races for even the most demanding players. ch2 classes and feats: Includes two new core classes. The mystic which is a divine sorcerer. The noble is the other new core class and is similar to the noble class in the star wars books. This class had me really scratching my head as nobles were never important in the setting and it seems strange to have this class for the setting. Seems unneccesary. This chapter also includes some prestige classes including all three orders of the knights of solamnia, all three orders of the knights of nereka, all three orders of the wizards of high sorcery and many others. The prestige classes are excellent and along with the races are the best part of the book. There are also some new feats. ch3 magic: This chapter mainly explains the differences between wizards and sorcerers and clerics and mystics in the context of the dragonlance campaign. There are also a few new spells. The strange thing about the new spells is that an abnormally high amount of them deal with electricity. ch4 gods of krynn: deals with the 19 remaining gods of krynn. The information is excellent and the descriptions includes all the usual information, but the gods are given more detail then the gods described in the forgotten realms campaign setting or the living greyhawk gazzeter. (I'm skipping chapter 5 till the end) ch6 dragonlance campaig: Info on adventuring in the setting and the timeline of krynn. Nothing special, though the timeline is very detailed and runs about 20 pages. ch7 monsters: includes the death knight, draconians, fetch, skeletal warrior, spectral minion, and the thanoi among others. The death knight is an accurate accounting of the abilitities of the death knight as they had been described in 2nd edition, rather than the rather weak version in MM2. Overall good information and probably the section I'll be using most since I have been waiting for stats for draconians. skeleletal warriors and true death knights. ch8 dragons: Mainly information on the personality and habits of the dragons of krynn, plus rules for arial combat. ch9 has info on other eras of play. Both of these chapters were okay but neither were anything special. ch5 geography: I saved this for last because this is the main weakness of the book. What we got here is about 50 pages on the countries and geography of krynn. This is a miniscule amount of information on an important part of any campaign setting, and is even worse when one remembers the large margins and fonts. The geography section is poorly done and many places of importance such as tarsis and sanction are not even covered in the section. Those that are covered are simply done lip service. I can't overstate how little information is actually here. This important section along with the font size and margins account for most of the negative score. In the end there are some crunchy bits in the class, race and monster sections of the book, but there is not really all that much information on the setting itself. Plus the margin and font size means that this is another substandard dragonlance product, the same that has been coming for the last 15 years. [/QUOTE]
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