Everquest Players Handbook

It reigns supreme as the worlds #1 MMORPG (Massively Multiplayer Online Role Playing Game) and now the setting and characters of EverQuest are available in the original roleplaying game format: the book. The EverQuest Roleplaying Game puts the entire world of Norrath — the heroes as well as the villains — in your hands for the first time.

The worlds #1 RPG setting meets the worlds #1 fantasy roleplaying system!

The EQrpg Players Handbook contains everything you need to create characters and begin experiencing Everquest in a whole new way. All the character classes from paladin to shadow knight. All the races from dark elf to the lizardmen iksar. Hundreds of spells, skills, feats, equipment and more are packed into this essential volume. Hardcover, illustrated in full color.
 

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EverQuest RPG PHB is a 392 full coloured hard-bound manual. It is written such that it there is no need to refer to the D&D 3rd edition PHB, being a complete PHB tailored for the EverQuest world.

Introduction

- Explanation for the various types of people who the game is targeted at and how the manual will apply to them. The targeted audience is separated into people who roleplay, play EverQuest on-line, and people who do both.
- Overview of creating a character.

The World of Norrath

- Details history of Norrath.
- Brief geographical descriptions.

The main continents are covered. World maps are located inside both the front and back cover and are very well presented.


Book One: Creating a Character

- Abilities, Races, Classes, Skills, Feats, Description, Equipment.

Races include:
- Barbarians (larger and stronger humans)
- Dark Elves
- Dwarves
- Erudites (very intelligent humans with high foreheads)
- Gnomes
- Half-Elves
- Humans
- Iksar (lizardmen)
- Ogres
- Trolls
- Vah Shir (bipedal felines)
- Wood Elves

Most of the races are fairly standard for D&D. My only critique here is the Barbarians Race. Essentially they are large humans and could have been emulated with humans themselves, perhaps with minimum physical attribute requirements. It is good to see Ogres and Trolls made playable races. Whilst certainly physically powerful, they are offset with experience penalty of 20%. A bit unbalanced to a beginning party but would even out in the long run. Trolls do not regenerate per round but heal at twice normal rate. Because of their size, both Ogres and Trolls have AC penalties but have reach, making them very deadly in combat.

Classes include:
- Bard
- Cleric
- Druid
- Enchanter
- Magician
- Necromancer
- Shaman
- Wizard
- Monk
- Rogue
- Warrior
- Beastlord
- Paladin
- Ranger
- Shadow Knight

Most of the classes are similar to the D&D PHB. The noteworthy difference is that all advancement tables go up to level 30, making for 10 levels of epic advancement. This is a great compromise for people who do not have the Epic Handbook! Finally, a class which really addresses summonings – the Magician. Spells are totally revamped and the Magician’s Spells List number numerous summoning spells.

The Beastlord, Paladin, Ranger, and Shadow Knight are seen as combinations of other classes. For example, the Shadow Knight is a combination of Necromancer and Warrior. Each of these also get their own spell lists.

Alignment is basically the same as the nine we know. The only difference is cosmetical with Chaotic replaced by Discordant, and Lawful replaced by Orderly. For example, Lawful Good is Orderly Good.

Multiple attacks depend on your base attack bonus and the speed category of your weapon. Weapons in the equipment listing have speed categories as a result.


Book Two: Songs and Spells

Both Bard Songs and Spells use mana. Approximately half the manual is devoted to spells and songs description.

Bards have Bard Songs and they operate differently from spells. On the whole they are less powerful than spells but are more flexible and subject to more tailoring. As long as the Bard plays and pays a nominal mana cost, the song is in effect. Several songs can be combined into one for stacking effect, of course, this would need to overcome progressively higher DC with the Perform skill. This is called Song Twisting.

Spells still need to be memorised but the process operates a bit differently. The caster memorises eight spells of which he can use as many times as he wants subject to mana limitation and the amount of minimum time to lapse before the spell can be recast. Feats such as Silent Spell adds to the mana cost of the spell. A spell by itself and the same one with the feat are considered two separate spells that for memorisation purposes.

Book Three: Playing the Game

- Details Combat, Gaming Logistics such as movement, encumbrance, vision, and experience. These are essentially the same as the D&D PHB.

Conclusion

I saw this product as more of a “Revised and Expanded” D&D PHB with a great selection of classes, races, and an excellent mana spell system. There isn’t enough of a flavour though, to give the reader the feel of the world unique to EverQuest. For its price of US$29.95, it really is a bargain and I would recommend it. If not for using in EverQuest, it would also make a great PHB.
 

I'd rather NOT use this as a replacement PHB as there are quite a few (unnoted) changes compared to "normal" d20

To list those that baught my eye at first glimpse:

- Spells per Level-Tables of the spellcaters missing
- Rogue got d8 hitdie
- Rogue got less then 8 skillpoints/level (can't remember if 6 or 4)
- Bard got 8 skillpoints/level
- Barbarian class missing
- Multiclassing penalty is -20% XP
- Advancement is twice the normal XP
- No "utility"-spells, just attacks, defenses and summons (at least at first glance)

I'm pretty sure there are many other unnoted changes, so be careful if you want to use this as a replacement PHB as there are many differences (granted, EQ does have a lot of other things NOT in the "normal" PHB)
 

He said there was no need for the PHB because this book has all that you need to play the game. I don't think he meant to imply that it could be used in place of the PHB in a normal game of D&D because it can't. None of the classes are identical to their D&D counterpart.

There is no "Spells per level-Tables" because that's not how EQ magic works. It's mana based.

Rogues in EQ are NOT D&D rogues by a long shot. Very similar, but not the same.

Bards have more differences than similarites between the two systems.

All of the EQ classes are different from the standard D&D ones, even those with the same name. EQ clerics can't turn undead and don't get domains. EQ druids cannot wild shape or elemental shape.

The reason that there are only attack, defense and summoning spells is because in the online game, that's about all you could do. There are more of course, divinations, mana recovery spells, and more, but at the heart of it, that's all the classes were designed to do -- Fight!

I think most of your observations are because you just aren't familiar with the online game. Still though, your points are valid from the perspective of someone who hasn't played the online game.

Witchking of Angmaar
 

This is a monstrous book of excellent quality, although of dubious usefulness to a standard d20 campaign.

What it really comes down to is deciding whether to use the system presented here or the standard d20 system for many situations... they don't actually "mesh" that well.

For example, spells are on a 15-level scale instead of a 9-level scale, and the mana point system isn't easily transferable to the standard spellcasters from the D&D core rules as there are spells in this system that have strange power discrepencies for their level, but have a commensurate (and sometimes massive) spike in mana cost to cast them. At the same time, these exact "strangeness" which prevent easy transport between games are the items that make the system presented herein so interesting.

The level advancement system is also not a direct port from D&D. At each level you gain training points which can be spent on additional skill points, feats or ability score boosts. This replaces the 1 feat / 3 levels and 1 stat point / 4 levels system from D&D and is much more customizable in feeling.

Of all the aspects that are appealing from this book, however is the section on bardic music - it is very nicely handled and unique in feel compared to the D&D bard system, and IMO, is also better at handling bardic music than the alternate system presented in the BoEM2.

Other items that could easily be ported over to D&D is the weapon speed rules which are handled without using the clumsy initiative modifiers that several sources have suggested and have had shot down.

But all-in-all, this book is easiest used on it's own, and NOT as a d20 product, although many if not most d20 products could be "ported" over to EverQuest with far more ease than EverQuest to d20. My only chagrin now is waiting for the Game Master's Book for this game to make it complete (the Monsters of Norath Book is also not out yet, but is less important to running a game of EQ than the GM's book, IMO).

As it's own system this book is excellent, easily a 4.5 out of 5, but as a d20 product (which it is not advertised as, but which it really is), it is less useful and rates a 3
 

I picked up the EQ RPG because it was a bigger book (:

A few other differences:

* EQ RPG characters require more experience to go up levels, but are more powerful than their D&D counterparts. (Just love them +4 and +6 racial modifiers!)

* EQ combat mechanics aren't written as well as PHB, nor is the book's index as complete.

* EQ spells emphasize fighting, not detecting. So now you can have adventures which involve intrigue and stuff. No more hiding behind a curtain and casting spells on the NPC!

I also just picked up the EQ MM. EQ monsters have HP's up the wazoo! No wonder EQ PC's are so strong!

That being said, I also own several adventures and don't see any problems playing them with EQ RPG. Oh sure, the first-level magic-types will be able to spit out more than two attack spells during combat, but I see that as a feature, not a drawback.


Cedric.
aka. Washu! ^O^
 

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