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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009723" data-attributes="member: 18387"><p>Everyone Else is a book of common NPCs, exactly as advertised.</p><p></p><p>It sells for $6 on RPGnow.</p><p></p><p>Layout is good, artwork is mostly classic woodcuts, and are attractive "period pieces" that help with the flavor of the text.</p><p></p><p>It comes it two versions (included in the same zip when you buy it), one with a pretty velum-like background, graphical pagination and an EXTENSIVE bookmarking (both a sequential bookmark in the order the book is read, as well as one set of bookmarks that are done alphabetically), and one on a white background for easier printing.</p><p></p><p>In all, there are over 320 stat blocks in this book, all for basic NPCs suitable for a fantasy RPG such as bartenders, sailors, dockworkers, farmers and blacksmiths. All use the NPC character classes from the DMG. A majority of the NPCs in question are commoners, which feels strange at first (instead of being experts), but since a majority of the population in a game world is supposed to be level 1 commoners, this makes sense in the long run (after all, if the job CAN be done by a commoner, why would an expert do it instead?).</p><p></p><p>Most NPC archetypes include rules to remember for the skills and abilities typical of the NPCs, as well as some of them having rules to customize the NPC in question in other roles or environments.</p><p></p><p>This is an excellent toolkit for a DM who doesn't want to have to run NPCs on the fly for skill ranks and bonuses, or for games where the party gets totally side-tracked with trouble with the town guard or trying to shake down a bartender for information. </p><p></p><p>On the other hand, it is not a book of "full" NPCs. The characters have no background, no personality, and no equipment. They are the skeletons of typical NPCs, ready to be fleshed out for a game, or for when you already have the persona of an NPC fleshed out, but suddenly find yourself needing stats for him also when the party rogue pulls a knife.</p><p></p><p>As a DM, this is an essential part of my toolkit, along with a random NPC motivation system (I use the old "deck of cards" method for determining NPC motivations from Twilight 2000). For a DM that focuses on higher-level games, or "epic adventures" where the townsfolk are never pivotal to a game, then this book becomes significantly less useful.</p><p></p><p>But, as someone pointed out, this book is also useful for players. I've had a player ask to see a typical level 1 dockworker so he could base his character on that concept, thus having a good feel for his character's history, as well as the appropriate skills.</p><p></p><p>All-in-all, this was WELL worth the $6, and makes running urban games a lot easier, and I also cut-and-paste the NPC statblocks into the adventures I write, to hae them at my fingertips (another great advantage of the PDF format).</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009723, member: 18387"] Everyone Else is a book of common NPCs, exactly as advertised. It sells for $6 on RPGnow. Layout is good, artwork is mostly classic woodcuts, and are attractive "period pieces" that help with the flavor of the text. It comes it two versions (included in the same zip when you buy it), one with a pretty velum-like background, graphical pagination and an EXTENSIVE bookmarking (both a sequential bookmark in the order the book is read, as well as one set of bookmarks that are done alphabetically), and one on a white background for easier printing. In all, there are over 320 stat blocks in this book, all for basic NPCs suitable for a fantasy RPG such as bartenders, sailors, dockworkers, farmers and blacksmiths. All use the NPC character classes from the DMG. A majority of the NPCs in question are commoners, which feels strange at first (instead of being experts), but since a majority of the population in a game world is supposed to be level 1 commoners, this makes sense in the long run (after all, if the job CAN be done by a commoner, why would an expert do it instead?). Most NPC archetypes include rules to remember for the skills and abilities typical of the NPCs, as well as some of them having rules to customize the NPC in question in other roles or environments. This is an excellent toolkit for a DM who doesn't want to have to run NPCs on the fly for skill ranks and bonuses, or for games where the party gets totally side-tracked with trouble with the town guard or trying to shake down a bartender for information. On the other hand, it is not a book of "full" NPCs. The characters have no background, no personality, and no equipment. They are the skeletons of typical NPCs, ready to be fleshed out for a game, or for when you already have the persona of an NPC fleshed out, but suddenly find yourself needing stats for him also when the party rogue pulls a knife. As a DM, this is an essential part of my toolkit, along with a random NPC motivation system (I use the old "deck of cards" method for determining NPC motivations from Twilight 2000). For a DM that focuses on higher-level games, or "epic adventures" where the townsfolk are never pivotal to a game, then this book becomes significantly less useful. But, as someone pointed out, this book is also useful for players. I've had a player ask to see a typical level 1 dockworker so he could base his character on that concept, thus having a good feel for his character's history, as well as the appropriate skills. All-in-all, this was WELL worth the $6, and makes running urban games a lot easier, and I also cut-and-paste the NPC statblocks into the adventures I write, to hae them at my fingertips (another great advantage of the PDF format). [/QUOTE]
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