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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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[EPIC LEVEL HANDBOOK] I'm scared
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<blockquote data-quote="Psion" data-source="post: 257934" data-attributes="member: 172"><p>I just got it today. I too have mixed feelings.</p><p></p><p>As many of you may know from my past rants, I tend to think 15th-20th level is plenty "epic", and that epic adventuring spings from the sheer mythic proportion of the opposition and the stakes... but many "high fantasy" books that are pretty epic have some pretty meagar heroes.</p><p></p><p>To me, the ELH could be that. Or it could be more bigger kewl powers.</p><p></p><p>So which is it?</p><p></p><p>A little of both, I think.</p><p></p><p>The character generation chapter didn't strike me as especially thoughtful. It just seemed like an addition of more power with little in the way of new ideas. Some feats are interesting, but many of them just seem to be reaching for more abilities for the characters. Further, it seems like heaping scoops of big numbers all over the place. The magic item chapter seems like more of the same... bigger badder magic items. To be frank, it is an embodiment of the power up mentality about games like RIFTS that make many players loathe it.</p><p></p><p>But there is good stuff... and it has Bruce Cordell's touch quite visibly upon it. I don't know Andy's style well enough to spot what is here, but lots of the stuff just seems to have that Cordell style.</p><p></p><p>The good stuff that supports the kind of epic campaign I would want to run is the Epic Spells chapters and the Monsters chapters.</p><p></p><p>The Epic Spells chapter is a DM license to create. The flexibility of the system and the doors that it can open pave the way to make truly epic villains. You want wizards that can level armies, necromancers that raise them... this is the part of the book you will want to see.</p><p></p><p>The monsters chapter has dozens of creatures that have pretty good justifications on WHY they should have this level of power... godspawns and abominations from before time. All very creative, and Wayne Reynolds returns and once again helps bring the concepts to life.</p><p></p><p>I have yet to read the more expositional chapter if they support this feel as well. I am not as negative as I was on this book initially, but I still have some of the same reservations.</p></blockquote><p></p>
[QUOTE="Psion, post: 257934, member: 172"] I just got it today. I too have mixed feelings. As many of you may know from my past rants, I tend to think 15th-20th level is plenty "epic", and that epic adventuring spings from the sheer mythic proportion of the opposition and the stakes... but many "high fantasy" books that are pretty epic have some pretty meagar heroes. To me, the ELH could be that. Or it could be more bigger kewl powers. So which is it? A little of both, I think. The character generation chapter didn't strike me as especially thoughtful. It just seemed like an addition of more power with little in the way of new ideas. Some feats are interesting, but many of them just seem to be reaching for more abilities for the characters. Further, it seems like heaping scoops of big numbers all over the place. The magic item chapter seems like more of the same... bigger badder magic items. To be frank, it is an embodiment of the power up mentality about games like RIFTS that make many players loathe it. But there is good stuff... and it has Bruce Cordell's touch quite visibly upon it. I don't know Andy's style well enough to spot what is here, but lots of the stuff just seems to have that Cordell style. The good stuff that supports the kind of epic campaign I would want to run is the Epic Spells chapters and the Monsters chapters. The Epic Spells chapter is a DM license to create. The flexibility of the system and the doors that it can open pave the way to make truly epic villains. You want wizards that can level armies, necromancers that raise them... this is the part of the book you will want to see. The monsters chapter has dozens of creatures that have pretty good justifications on WHY they should have this level of power... godspawns and abominations from before time. All very creative, and Wayne Reynolds returns and once again helps bring the concepts to life. I have yet to read the more expositional chapter if they support this feel as well. I am not as negative as I was on this book initially, but I still have some of the same reservations. [/QUOTE]
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