Li Shenron
Legend
No, not a poll here, just a simple question about the VERY latest WotC books (Q2 2005).
I just wanted to post some thoughts on this because I had the same exact feeling dynamics for the Dungeon Master's Guide II, Heroes of Battle and Weapons of Legacy.
With ALL of them three, I became more and more interested as some previews or ToC came out here and there. Finally, I though, some good books for a poor DM who was tired of player-focused material
There had been good DM's books before (monsters and environmental series), however those 3 were possibly more general and therefore more interesting to me to come up with something actually new to the game.
Then reality kicked in, I read threads about each of them, and from "must-buy" they quickly became "must-forget" books
The DMG II was the least disillusionment, I think the topics are fine, but that too much space is devoted to random tables, DMing advice which I can better learn by playing than reading, and the entire Saltmarsh town.
HoB was presented as a tool to set adventures in battle (not mass-battle rules, I know), but still rules about how to adjudicate how the PC influence a battle. At the end, the rules are so simple that they don't seem to help at all. At the end, the DM still has to do all decisions himself.
WoL seemed to be a great idea to finally get rid of all the little bad syndromes with D&D magic items, at least for my taste. I though the book gave you uber-items, but for a gold price appropriate to keep everything balanced: that would have meant less magic item per character, much less magic item marketing, but more unique items with a backstory and growing together with the wielders.
Instead the author completely missed the easiest solution (i.e. just a high enough progressive gp price), and decided to give you a magic-item beyond its price value, and make you pay with character penalties (including a BAB penalty to pay for... an attack bonus, wow
). Consequences: PCs still have lots of standard flavorless items, and hold less personal power in exchange for more item-dependent bonuses than normal.
Why do I write this rant? I suppose I want to know if I'm really alone in my disappointment, but also I still hope that someone comes up and shows me that I'm wrong, that maybe WoL has a tiny paragraph with equivalent gp costs if I don't want to use the penalties, or that HoB has so much free-form advice that there is no need for rules at all...
I just wanted to post some thoughts on this because I had the same exact feeling dynamics for the Dungeon Master's Guide II, Heroes of Battle and Weapons of Legacy.
With ALL of them three, I became more and more interested as some previews or ToC came out here and there. Finally, I though, some good books for a poor DM who was tired of player-focused material
Then reality kicked in, I read threads about each of them, and from "must-buy" they quickly became "must-forget" books
The DMG II was the least disillusionment, I think the topics are fine, but that too much space is devoted to random tables, DMing advice which I can better learn by playing than reading, and the entire Saltmarsh town.
HoB was presented as a tool to set adventures in battle (not mass-battle rules, I know), but still rules about how to adjudicate how the PC influence a battle. At the end, the rules are so simple that they don't seem to help at all. At the end, the DM still has to do all decisions himself.
WoL seemed to be a great idea to finally get rid of all the little bad syndromes with D&D magic items, at least for my taste. I though the book gave you uber-items, but for a gold price appropriate to keep everything balanced: that would have meant less magic item per character, much less magic item marketing, but more unique items with a backstory and growing together with the wielders.
Instead the author completely missed the easiest solution (i.e. just a high enough progressive gp price), and decided to give you a magic-item beyond its price value, and make you pay with character penalties (including a BAB penalty to pay for... an attack bonus, wow
). Consequences: PCs still have lots of standard flavorless items, and hold less personal power in exchange for more item-dependent bonuses than normal.Why do I write this rant? I suppose I want to know if I'm really alone in my disappointment, but also I still hope that someone comes up and shows me that I'm wrong, that maybe WoL has a tiny paragraph with equivalent gp costs if I don't want to use the penalties, or that HoB has so much free-form advice that there is no need for rules at all...
