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Have you been disillusioned by the latest WotC books?
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<blockquote data-quote="3catcircus" data-source="post: 2430333" data-attributes="member: 16077"><p>Hmm - only Weapons of Legacy seems to be a must-forget for me (heck - the 1st edition DMG's artifact/relic random additional powers results is more useful to me.)</p><p></p><p>Heroes of Battle does most of what it does very well. I like the flowchart "if/then" stuff - it actually makes a DM have some pre-planned madness without having to wing it - this is useful for *any* given situation, battlefield or otherwise. I really like the teamwork benefits. The indirect fire rules for archery and the siege engine rules work well. The PrCs - meh... The ranks and organizations information is a bit too simplistic for me (I've already put together an entire Order of Battle for Cormyr's army, based upon Jerry Davis's fine work.) The commander ratings and promotion stuff seems to be ok - but I haven't actually used it yet.</p><p></p><p>DMG II - OMG - I finally have the random tables I need to be able to "wing it" when I haven't prepared enough for a session. The biggest problem I have with latter-day D&D (i.e. 3.x) and other modern RPGs is the need to have the events driven by the players (instead of going off and exploring the haunted mine that I've so laborously detailed and populated, they bypass it completely, chosing to spend time exploring a village I *haven't* detailed, for example), forcing me to whip up different encounters on the fly. DMG II goes a long way to solving this problem. The only problem with Saltmarsh is that some of the Living Greyhawk folks are upset that it doesn't match their work... Otherwise - I think that Saltmarsh is one of the best treatments of the type and amount of information I want on a "canon" town or city in a published campaign setting. If information is published on the town, I want it as detailed as possible. Nothing precludes me from changing it to suit my campaign, but I want the flexibility to have the information available to me.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 2430333, member: 16077"] Hmm - only Weapons of Legacy seems to be a must-forget for me (heck - the 1st edition DMG's artifact/relic random additional powers results is more useful to me.) Heroes of Battle does most of what it does very well. I like the flowchart "if/then" stuff - it actually makes a DM have some pre-planned madness without having to wing it - this is useful for *any* given situation, battlefield or otherwise. I really like the teamwork benefits. The indirect fire rules for archery and the siege engine rules work well. The PrCs - meh... The ranks and organizations information is a bit too simplistic for me (I've already put together an entire Order of Battle for Cormyr's army, based upon Jerry Davis's fine work.) The commander ratings and promotion stuff seems to be ok - but I haven't actually used it yet. DMG II - OMG - I finally have the random tables I need to be able to "wing it" when I haven't prepared enough for a session. The biggest problem I have with latter-day D&D (i.e. 3.x) and other modern RPGs is the need to have the events driven by the players (instead of going off and exploring the haunted mine that I've so laborously detailed and populated, they bypass it completely, chosing to spend time exploring a village I *haven't* detailed, for example), forcing me to whip up different encounters on the fly. DMG II goes a long way to solving this problem. The only problem with Saltmarsh is that some of the Living Greyhawk folks are upset that it doesn't match their work... Otherwise - I think that Saltmarsh is one of the best treatments of the type and amount of information I want on a "canon" town or city in a published campaign setting. If information is published on the town, I want it as detailed as possible. Nothing precludes me from changing it to suit my campaign, but I want the flexibility to have the information available to me. [/QUOTE]
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