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<blockquote data-quote="trancejeremy" data-source="post: 2008562" data-attributes="member: 924"><p>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...</p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 2008562, member: 924"] 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. [/QUOTE]
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