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Dungeons & Dragons Warcraft

Over 8 million fans around the world have enjoyed the #1-selling Warcraft® RTS (real-time strategy) computer game series. Dungeons & Dragons® Warcraft® the Roleplaying Game translates this hugely successful series into a fully interactive print roleplaying game world. Play humans, dwarves, high elves and night elves — or even inventive goblins, shamanistic orcs and mighty tauren — as you strive against the demonic Burning Legion and undead Scourge for dominance over the war-torn world of Azeroth.


A World of War and Magic
The D&D Warcraft® RPG is published under the Open Game License and is 100% compatible with the Dungeons & Dragons® revised 3rd Edition rules and the d20 System. The game setting features brand new core classes and prestige classes, including the scout and warlock, plus other unique elements like firearms and other industrial technology that add an exciting new element to fantasy roleplay.
 

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The Warcraft d20 RPG is 245 page hard cover campign setting. The Front cover depicts a Human Paladin, A Night Elf Sentinal, and one angry looking Orc standing back to back fighting of a horde of shadowy nasties. Each Chapter of the book is prefaced by several pages of fiction, in all they are well written and help to drive home the fact that more exists in the Warcraft RPG than just what you've seen in the games.

Introduction: Well In all these two pages go and try and fill you in on the Warcraft world, gives a quick run down of all the chapters, and a sidebar/plug for future warcraft books. In all I despise introductions, those two pages could have easily been put to better use.

Chapter 1: A World at War: This entire 14 page chapter is a detailed history of the world of Warcraft. It touches onall the major points of the established history while avoiding some spoilers of the Frozen Throne Expansion for the Computer. Whether you've played the games or not you'll find this useful, even I found myself learning things I knew nothing about (See the High Elf War vs. the Forest Trolls)

Chapter 2: Heroes: Now this is a bulky chapter, 77 pages on making yourself a decidedly Warcraft character.

Races:
Humans- Not quite how you know them, generations of warfare against Orcs gives them a small bonus to hit them, and they recieve a slight bonus on saves vs. Fear
Dwarf, Ironforge- Again, not the dwarf you know and love, they recieve weapon familiarity with all fire arms, and gain a special ability related to a strange discovery the race has just made.
Elf, High- Need I eve say it? These aren't the Elves you know... they have inate arcane magic ability, increased caster levels, and more. Unfortunatly they also suffer from an addiction to arcane magic (which doubles the time they need to use to memorize/prepare spells) and they have an ECL of +1.
Elf, Night- The race from which High Elves sprung they are unable to harness arcan magic (if they do they become high elves) but get a small degree of fire and cold resistance, spell resistence, and +10 to hide checks at night (and when not moving). Also +1 ECL
Goblin- These technically inclinded little bugger represent the books obligatory "small folk" they excel with technology and get racial bonus to craft checks to that effect.
Half-Elf- These are the half elves you know, complete with sidebar on how you're not going to have Half-Night Elves.
Hlaf-Orc- On the surface they seem like your average half-orcs, but because Orcs here are entirely different so are their half breed childern. They've got supreme endruance, but lack common sense.
Orcs- Suprisingly they do pretty good without a bonus to strength, they've got endurance like you wouldn't believe but lack book learning. They also have the ability to rage 1/day regardless of class, racial bonus when fighting humans, and weapon familiarity with a racial weapon.
Tauren- Large Minotaur-like creature, but very peaceful, they're tougher than any other race but they're nice and slow. Because of their strength and size they rate a +1 ECL.

Classes: They first go on to tell you that you won't be needing the PrCs from the DMG, nor the Druid, Cleric, Monk, or Ranger Core Classes from the PHB. They then go on to describe how the other core classes fit into the game world (thier biggest thing is altering the spell lists of Sorcerers and Wizards... taking out Necromantic and Summoning spells as they are the domain of Prestige Classes now) They then introduce several new core classes.
Healer- This takes the place of the cleric as the basic divine spellcaster. It's not meant to denote faith in the divine. They seem a little weak, only having light armor proficiency, no domains, nor turning in exchange for bonus feats. Still if you want healing they are your only choice in the matter.
Scout- A spell-less ranger, though they're called more of a guide or guerilla fighter than a ranger. In all this class is very balanced, using the wild to their advantage, but not ptorudcing any obvious magical effects, my favorite class of the bunch.
Tinker- So there's alot of technology in Warcraft, and the Tinker specializes in using it. Aside from Bonus technological feats they get abilities that lets them get out of the way of the odd "accidental" explosion.

Prestige Classes: (Rated 1-10 and with a quick blurb)
Beastmaster (7)- Wilderness Warrior who gets an animal companion and natural weapons of his choice.
Druid of the Wilf (6)- Healer who specializes in animals and can shape change into Storm Crows, Stags, Nightsaber Panthers, Dire Bears, and Treants.
Elven Ranger (6)- This is closer to the traditional ranger, complete with unequalled skill with the bow.
Gladiator (or Blade Master if you're an orc) (5)- Kind of disappointing, I dont think this warrior class represets the Hero class from the game too well.
Horde Assassin (8)- The Normal Assassin PrC, + a couple of skills and they can be any Non-Good not just evil. Nice touch, I love this take on the class.
Hunter (8)- This represents a more melee orietned ranger, lots of bonuses with a weapon of choice, and some wilderness related abilities.
Infiltrator (7)- Spies who help keep the alliance together, alot of social powers.
Mounted Warrior (6)- Alot of mounted related skills and an animal companion who grows more powerful with time.
Paladin Warrior (7)- A holy warrior more dedicatedto killing undead and demons than evil in general. They represent normal paladins with a few special differences, for one, they can be of any good alignment... CG paladins anyone?
Priest (5)- More divine spellcasting fun, this one actually dedicated to a religion, they get domain powers and the ability to turn undead.
Shaman (6)- A spirit worshipper who gains control over the elements, but at the same time becomes more powerful in combat.
Warlock (8)- So where did all the summoning spells go?!? They migrated to this evil SOBs spell list. He gets bonuses top summoning can control demons and gets a demonic cohort.

Average Score 6.7 (Great stuff with a few weak retreads of Core classes they excluded)

Skills and feats:The next few pages contain TONS of new use for skills (and a couple of new ones) and a litteral gaggle of feats. This list is comprehensive and you'll be more than pleased with the selection.

Chapter Three: Adventuring: This chapter begins handling miscllenious options, such as Affiliation (horde, alliance, independant, scourge, or Burning Legion). Faiths and Religions, and basic info about the scourge and the burning legion. Next comes new special item materials, fire arms, New Weapons galore, and comprensive (not to mention math heavy system for creating your own mechanical do-hickies from scratch). There's also a small sampling of magical items at the end of this chapter.

Chapter Four: Magic: This chapter has a long discussion on the nature of magic (but they specifically avoid making rules for Corruption and Arcane magic, good for them). Rounding out the chapter is a small collection of spells (though I look at the "Touch of Life" spell and wonder what the heck it's trying to do)

Chapter Five: The World of Warcraft: This chapter contains a hefty overview of the contient of Kalimdor. I was a little disappointed that the other continents didn't get detailed, but there are always other products.

Chapter Six: Campaigning: The book ends with a good discussion of various campaign styles within the game and how one's affiliation can affect your game. It's very useful, but are meant more for people stuck for ideas.

Overall?: This book is amazing, it's gorgeous, it's well written, and informative. It's one of the best campaign handbooks I've ever purchased, I just have a few gripes that keep it from being entirely perfect.
- Maps... there's plenty of them, but NO SCALES!!! Is is a two day walk from Durotaur to Ratchet or a two month walk?
- Necromancer Spells... It's the providence of the Necromancer Prestige Class... a class that isn't even in the book ...you have to wait for the Guide to the Alliance and the Horde to be able to cast Hold Undead kiddies ...Grr.
- Trolls... Trolls have long been a part of the Warcraft world, and are often allies to the Orcish Horde... but did they make the book... nope. You have to wait for the Guide to the Alliance and the Horde to get fast healing kiddies... Grr.
 

Just a comment for future reviews.. I've noticed that quite a few people write reviews with negative points, but still give a 5.0 rating.. how can a book be perfect if you can't point out flaws?

Z
 


Perfection doesn't happen, ever. This book is the work of man and therefore there are bound to be mistakes. That being said I enjoyed this book fully and aside from some nit picks on my part (I've been told I'm pretty picky) this book is superb. In books this good the little things stand out that's all.
 

Perfection doesn't happen, but no significant flaws does. That said, I don't see the drawbacks that MDSnowman spoke of as being particularly significant in the grand scheme of things, so I see no reason he should give any less of a rating if that's his opinion. A rating of five isn't supposed to be perfect...otherwise it would say "Perfect" instead of "Superb".

I personally don't think the book was all that good, but I see nothing in the review to invalidate MDSnowman's rating.
 

Is there supposed to be any OGC in the book? I can't find an Open Gaming License or anything to indicate that there is open content in it. I realize they've got a special arrangement with WotC and so they very well might be exempt from it, but I would like confirmation that this is not a simple error.
 

Into the Woods

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