Evil

Psion

Adventurer
Evil

Evil is AEG's second in a line of supplements for the D20 System. Evil tackles the topic of villainy in a fantasy setting. The book is primarily targeted at providing options for evil characters and advice on running a campaign with evil player characters, but is also billed as a resource for the DMs to create antagonists in a game.

A First Look

Evil is a 128 page softcover book priced at $19.95 US. The cover of Evil retains a measure of the "ironbound tome" appearance started by WotC and emulated by many of its D20 System imitators. However, the front cover features a pale-skinned warrior. This helps Evil shed the most tiresome aspects of this overdone theme, and it gives Evil a much snazzier appearance than its predecessor, AEG's Dungeons.

The interior is black-and-white. The text density is low, but thin margins are used. The interior art is decent, and is for the most part more atmospheric than topical.

One thing that is unusual about this product is that the obligatory open game license is a sticker affixed to the inside back cover, an indication that it was a last minute addition. If you heard some hubbub after GenCon about some D20 vendors who were out of compliance with the terms of WotC's licenses, this was probably one of the items that you heard of.

A Deeper Look

The book is divided into two sections, the "Evil that Men Do" and "No Mercy For the Weak". The distinctions between these chapters isn't explicitly spelled out, but the first section appears to be devoted primarily towards the creation of characters, and the second consists of material for the creation of a campaign. Within those sections, the organization seems a little more haphazard. There seems to be some logical groupings, but in other ways the grouping seems strange. For example, the prestige classes are in different places and some feats are in different places. This may be an author-wise division, but since we are not told who authored what section, the grouping is not too functional to the reader. In some ways these groupings retain some logic (e.g., demon summoners are in a section on demon summoning), but it would have flowed more comfortably with existing D20 System conventions if they had grouped all prestige classes, all feats, all spells, and so forth.

Section 1: "The Evil that Men Do"

Amidst some other exhibition regarding the nature of evil characters, the first section includes an excellent essay on the three evil alignments of D&D. The essay is well-written, logical, inspirational, and absent of common misinterpretations attributed to the alignment system by its detractors. The only problem is that if you have AEG's Dungeons, you have seen this essay before. Though I can't fault them too harshly for including a good essay on evil on a book devoted to the topic, the repeating of material may detract from the overall value of the book if you already have the first one.

Delving into the rules material, the book includes a decent section on the topic of summoning creatures from the netherworld, demons (the book uses the term demon to describe outsiders of all evil alignments that bargain with mortals.) It introduces a new category of feat to handle dark pacts granted by demons, infernal feats. They are very powerful compared to the standard fare of feats, but try to compensate by applying an accompanying curse. Some DMs may find this technique questionable.

A demon summoner prestige class is introduced to play a central role in the new demon summoning rules. The demon summoner class itself looks well enough put together, but some of the accompanying mechanics are questionable. Of minor consequence, the class uses a new battery of spells to describe the process of demon summoning, but fails to build on the details that the D20 System rules have already provided for magical circles and summoning, which wouldn't be much of a point if the rules provided in Evil weren't similar in many ways. Of more consequence, the book grants 0-level apprentices as followers of the demon summoners, but doesn't really say how there are supposed to operate according to the rules. The only rules that describe "0-level characters" are designed for multi class characters and there is no way to apply them to single class characters.

The skills section make some good choices and some bad ones. The D20 skill system is intened to cover tasks with a very general batter of skills. Many D20 System publishers make the mistake of introducing new specific skills that are an ill fit to the existing batch of general skills by making new skills that are overly specific, overlap the general skills, or both. Evil is no exception. As an example, the book introduces a bullying skill that pretends to be a counterpart to intimidation that uses the strength score. The existing 3e rules already allows the DM to use intimidation in this manner using the variant rules.

On the bright side, one author (I am almost certain Mike Mearls is responsible) does what I consider to be the "right thing". Instead of introducing new, redundant skills, he introduces a section detailing new uses for existing skills. For example, the rules show how bluff can be used to fake a fatal blow, craft can be used to turn out intentionally shoddy goods, and gather information can be used to make contacts.

The feats provided are generally decent, and are made to reflect classical villain abilities. For example, the humorous but true-to-form bootlicking feat gives you a bonus to diplomacy and bluff rolls when bargaining from a position of inferiority. The tyrant feat is a version of the leadership feat that allows a villain to attract a horde of humanoids. The only feat I found a out of place was the off-handed feat, which seems to go beyond the depth of the D20 System in handling details of combat.

The section introduces new domains, deities, and spells of usable quality. The only concern here is that some new spells were listed as part of existing domains. The DM will have to consider how to handle this situation since by the rules, each clerical domain only features one spell per level.

In addition to the demon summoner, two other prestige classes are introduced. The blood archer is interesting, a secret cabal of archers with a dark purpose and serving a dark master. They acquire the ability to turn their blood into poison with which they may envenom their arrows. They wield bows cut from the branches of devil-possessed treats. This is a very moody class with interesting abilities.

The bargainer makes use of the infernal pact rules introduced earlier, but unlike the demon summoner is not a spellcaster and relies wholly on their dark gifts. For some reason the bargainer is not put in the demon summoning section like the demon summoner prestige class was. Worse, the class is botched in that it uses non-standard base attack bonus and saving throw progression

In addition to the rules material, a large part of the first chapter is more exposition. Some of this is very good, such as the already mentioned essay on the three kinds of evil. The archetypes are also good food for thought for DMs making villains or for players in an evil campaign.

Section 2: "Mercy is For the Weak"

The second section covers details and musings on creation of an evil game. There is less rules material here and more DM advice. Some of this is rather basic and covers such things as the deep immersion versus hack-n-slash dichotomy. Better sections seem to be those more focused on the "evil campaign" theme, covering such concerns as handling the dangers of player rivalry in an evil campaign, and differences in handling evil games as opposed to a more traditional fantasy campaign.

Many practical notes are provided in outlining a campaign, some not unique to evil campaigns other than the ways in which players are likely to relate to them. For example, it outlines the conceptualization of evil organizations, and includes a few good examples to chew on -- such as the blood archers whose rules representation appeared in section 1.

The section provides example organizations, and villainous NPCs that should be perfectly usable in traditional campaigns. The section also includes some adventure seeds that are a bit more specific to evil oriented campaigns. New magic items are also included in many of the adventures, as well as new monsters and items provided in their own sections.

The monsters and NPCs are generally better done than the monsters in dungeons, but some problems still persist. For example, one character has a skill modifier that cannot be had with the provided level, ability scores, and feat. One undead creature has a d8 hit die type and an hp modifier despite its undead state and lack of a constitution score.

The last part of the section is a somewhat interesting city setting for an evil campaign, Sura Sans. The city is built next to a fantastic "Veil of Shadows" that separates the land of men from the land of shadows. Sample motivations, NPCs, organizations, and sites are provided for the city.

Conclusions

Mechanically, Evil is an improvement over Dungeons. Though some problems remain, there are nowhere near the level of author blunders (and attendant editorial oversights in allowing them to reach print.) AEG still needs to improve, however, if they are going to compete on par with many of their competitors.

Despite the improvement in the mechanical department, Evil seems like a step down when it comes to organization. Where Dungeons seems to group things categorically in a way that made sense, many things in evil seemed very inconveniently placed, such as scattering prestige classes through a section, or having magic item descriptions both mixed amongst adventure descriptions and in a dedicated magic items section.

However, some interesting and useful material is included, and it may be worth your money if you do plan to run a campaign with evil characters.
 

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For the setting with the "Veil of Shadows" seperating the land of men from the land of Shadows, think "Black Company". That would be a Shadow Gate.

Not really a surprise that a book on evil campaigns would use The Black Company for inspiration!
 

Evil is a soft cover, 128 page book that retails for $20. It has very small side margins, and a top margin of about an inch. The font is average sized. So you get a pretty decent amount of text for your money. There are two sections to the book, the first which seems aimed at players, and the second, which seems aimed at DMs. The artwork is a bit amateurish, but some pieces are high quality. Not surprisingly, much of it is of an evil nature, though nothing truely awful is depicted, much of it relies upon suggestion, what will happen...

The first section contains tips on playing evil character, discussions of what evil is, and a lot of stuff that is more advice than anything else. I'm not sure how valuable it is. There are also a fair amount of new rules - 3 new prestige classes, some new spells, some new feats (including a new type of feat called an 'infernal pact'), some new gods, some new domains, etc. Not a large amount of new stuff, and in some cases, like the new feats, they seem poorly thought out or overpowered. I did like the "Tyrant" feat, which is basically an evil version of Leadership. The fiend summoning rules are pretty bad, and make me wonder why anyone would bother (though it does try to explain the why).

The second section (aimed at DMs) also contains a lot of fluff - advice and such on running an evil campaign. To me, it seems a lot of stuff from the first section gets repeated - not exactly, but in general. It also has some adventure hooks (6 or so pages), some new monsters (about 3-4 pages), some new magic items (3 or so pages). It ends with a mini campaign setting - basically giving an overview of an evil city.

So, just how good is the book? Well, the advice sections are actually pretty good, I thought. I disagree with them a bit on the nature of evil, but they are game designers, not philosophers, and with regards to things like this, there is no wrong or right opinion. The new rules and game content are a bit on the sparse side, and when there, are often poorly done, either too weak, too powerful, or don't fit in with the nature of d20 rules.

Overall, the book isn't bad, but it's not really good, either. If you want advice on running an evil campaign, or even running villains, it might be worth a look. If you want rules and crunchy bits, you probably want to give this a pass.
 

Who said you had to play the good guys? Being evil just got easier. This book has everything you need to run evil characters, develop evil campaigns, and make your nasty NPCs just a little bit nastier. Evil has rules for new prestige classes, new spells, new clerical domains, and demon summoning. If youre playing good after this book is out, youre on the wrong side of the game.
 

I happened to have a chance to pick up a number of AEG products in a bundle of products. They are typically difficult to find, in fact the only store (online or retail) that I've ever seen carry them is right here in the d20 reviews online store. Its a shame because if this product had more exposure it would do a lot better in the marketplace.

This book has everything for running an evil campaign or enhancing the evil side of your campaign world. It offers campaign setting tips, NPCs, monsters, feats, new uses for old skills, spells, domains, prestige classes, artifacts and sundry details about evil.

This is one of the top ten products a DM needs. I think it ranks first among the non core books. (This is different from my list of books that players would want to have.) I didn't realize I needed this book until I bought it and I didn't even buy it directly, it came with some other books I bought.

When I saw the Scorpion King in the theater I was thinking about how the discussions in this book directly applied to the plot of that movie. (taking some liberty in the use of the word "plot") It breaks down evil into easily applicable categories and then provides a lot of details and suggestions on what to do now that you understand how evil fits into not only your fantasy world but the real world as well.

I particularly liked the rules for the living shield feat and infernal pacts. I forgive the small number of typoes and a few minor techincal flaws (such as forgetting to specify save type on some spells even though it is easy to determine) because of the high quality of the intellectual and creative content.

The prestige classes are interesting but have a few flaws that need correcting. The bargainer should continue the BAB and spell casting of the original class. There isn't a real place for a class that has poor BAB but no spell advancement and non-standard advancement of BAB and saves. Probably the best choice is to split the bargainer into two classes. One as a military leader and the other as spellcaster.
 

First review! So take it easy on me...

Psion, as usual, is quite accurate on his take on the book. It is a nice read, separated in two parts, with the first focussed on characters, and the second on campaingns, though the line blurs a bit at times.
They're nice to read, but not terribly meaty either on rules or content, rather being more like remainders on the basic topics to watch for. Not a bad thing necessarilly... but unfortunatly, not very full of ideias to build a campaign on either.

I am dissapointed to the rules present. Implicitly or not, they say that every choice has to be moderated by the DM, even spells. Well, geeee! I wonder why that gives me the feeling that even AEG doens't really know if it's balanced material?
Overall interesting, though i will definitly never use them as written. There's even a spell which specificly says that the DM may include an additional save... Well, which one is balanced? Why should it and why shouldn't it?

That's as much as i have to add... interesting, but with annoying faults.
 

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