Hero Builders Guidebook

IronWolf

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I really don't consider this book to be worth buying. It's far too thin and contains precious little useful information. If you have gamed for a while, you'll find it condescending as it tells you things you already know. If you're new to the game, you might find it slightly useful. But only slightly.

The info in this book should have been stripped down to the basic useful stuff and included in the PHB. It wouldn't take more than a few pages or so.
 

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updated on 22-NOV-02

This product, in many ways, is a bit of an enigma. Many people have complained that it is a waste of paper. Well, I suppose that if you are an old-school gamer and an experienced RPGer, then, yes, this is probably a waste of soy-based ink in your case.

However, my current group consists of many players and few of them have role played before. So, from that point of view, I see it as a wonderful teaching aid for Character Concept generation. It works beautifully that way.

The only drawback is that it is very thin. If it had been about twice the size it is now and included a few non-obvious (make it useful for the old-timers) type material, I would have given it a perfect score. If you have no newbies, then the rating would drop a point or two.

After having this book as long as I have, and having introduced another dozen or so players to role playing, of all of the supplementary books that WotC has produced, this one get used the most.

It remains a '4' -- if I could, I would give it a 4.5 or so rating -- as a great teaching tool. And unlike the DotF and S&F and T&B -- it gets used every session for something (if for no other reason that to get some cool names).
 

This is the kind of book I would have wished for when I was 12 in the year 1984.
Back then I started playing AD&D with a bunch of friends, and it took us years to start with actualy "Role"playing, instead of rollplaying.
Anyway, this book offers beginners an insight into character creation. It gives ideas about how to design a personality, what to keep in mind when choosing a race and a class, etc.
My favorite part in it are the random tables for background creation. If you want to build a background fast, those are helpful.
As with all WOTC books, the writing is crisp and straightforward and the layout is clear and orderly.
Overall, a 4.
 

This book is a fair resource for a beginner but of little use to anyone else. Maybe my perspective is skewed as I have been playing for a long time. I would recommend a subscription to Dragon magazine as a much better use of your money. Dragon magazine articles on classes are races are so much more interesting and informative than this book, which I considered a dry and very basic overview of character creation possibilites. If you have read similiar articles in Dragon magazine you have an idea of how good this book could have been.
 

The very nature of this type of book makes it an easy target for simple dismissal by people with even a moderate amount of role playing experience. In fact, the clerk at my local game store tried to talk me out of buying it when it first came out. "That book is intended for people who haven't really played that much," I was told, "I doubt you'll get any value from it." After getting it home, I initially thought the clerk had been right. Had I written this review a year ago, I wouldn't have had much positive to say. For some reason, don't ask me why, I felt I should give this book a chance before joining the chorus of naysayers. I am glad that I did. Besides the three core books, the Hero's Builder's Guide is one of the most used 3E D&D books that I own.

Basically, the Hero Builder's Guide is a 64-page idea book that focuses on character building. It spotlights six different subjects: Ability Scores, Choosing Races and Classes, Alignment, Developing a History and Long Term Goals for your Character, and Character Names. Doesn't sound like much does it? Well, maybe to those who are gifted with an extremely active imagination, it isn't much, but to the rest of us (and I've been playing for 20 years), it is a small blessing in disguise. Let's take a look at what is covered under each subject.

The first section of the book takes a look at rolling and interpreting ability scores. It discusses the bell curve and how using different stat rolling methods (3d6, 4d6, etc.) will affect odds of getting above average ability scores. It then discusses how these ability scores can be "interpreted". For example, it discusses how low scores can be used to help develop your character (using Raistlin from the Dragonlance novels as an example). Are experienced players going to get a lot of this section? No, probably not, but a little "review" never hurt anyone. In the case of less experienced players, however, this information is very useful and enlightening -- and has been with two of my group's less experienced players.

The next 29 pages deal with choosing races and classes. It discusses the racial modifiers, providing a small, but nice, table describing the general effects of the various modifiers. It then provides many excellent examples of advantages, disadvantages, and possible character motivations for the various race/class combinations. Want to play a dwarven wizard, but having trouble envisioning something other than a battle-axe wielding fighter? This section will provide you some character personality seeds. This is probably one of the best sections of the book and is used often by my players and myself.

The next 10 pages focus on developing a history for your character. In addition to brief discussions on how your character's history can be important to its personality and to your campaign, there are a series of 25 or so tables that you can use to randomly determine things such as your character's homeland, family, education, life events, and relationships. Now, when my players first looked at this they said "Bah, who needs that?" That was until one of them actually used them to determine their character's background. He did such an excellent job tying all of the divergent pieces of information together (he rolled either very high or very low on each table) that everyone else thought it was cool and wanted to use them as well. The 'history tables' are now the favorite part of the character creation process for my players ("Man... I hope I get a jilted lover..." ).

The next section deals with alignment. If there was ever a subject that deserved in-depth focus and explanation, it is alignment. Unfortunately, there isn't much discussion on the different alignments. Most of the section is taken up with a 'questionnaire' that is intended to help you determine what alignment your character has. Nice try, but no dice. This section is the weakest section of the book, and the Hero Builder's Guide would have been stronger without it. What would have been better was an in-depth look at how even with the same alignment; you could have very different personalities for your character (i.e., how a bureaucrat, and a monk could both be Lawful Neutral, but have very different personalities and motivations).

The next seven pages looks at establishing long-term goals for your character. This is also a very useful section. After all, not all fighters, wizards, etc. are alike and the 3rd Edition D&D rules allow you to develop many types of characters. Did you want your fighter to be an archer, or were you looking to be more of the swashbuckling pirate type? This section provides you with information on what kinds of feats and skills to focus on to build your character into what you want them to be. Many of my players were long time 2E players and they found this section to be particularly useful early on as they got use to the new rules. New players were equally overwhelmed with the choices of feats and skills and found this section to be a godsend. Even now, it is still a section that gets referred to quite often.

Lastly, the final sections deals with characters names. It discusses things you should do (borrowing names from other times and places), as well as things you shouldn't do (call your character Merlin, or Bob). It also provides many example names -- both male and female -- for all of the various character races. This section is literally a godsend for me as a DM and to most of my players.

So, is the Hero Builder's Guide a good product? My answer is yes. I give it a grade of 4 (good). Is this product for everyone? No. As an experienced player and DM, was there any information in this book that I didn't already "know". No. Do I recommend buying it? Yes, because even the most experienced player might be surprised how often they find themselves turning to this book if they do decide to buy it. I know I've gotten $15.00 of use out of it.
 

I'll make this review short and to the point.
If you are a beginner this gives some good ideas. (4/5)
If you are an experienced role-player, go buy something else. (2/5)
It would have been better with less graphics at a lower price, for then I could see old pros buying one to show the newbies.
 

The Hero Builder's Guidebook was one of the first products released by WotC after the three core books. It keeps the high production values of the company and its layout is actually superior to the core books, as it is clean and easy to read.

The book is aimed towards novice players and present advice to create characters. Although I agree that novice players may be intimidated by the size of the Player's Handbook, I'm not sure of how useful this book might be to them. Most advice is fairly naive, something that any intelligent player, even novices, could figure out by themselves. There are several random generation tables to create a background to the character. Although they might be useful to inspire player's choices, they may interfere with the DM's job, creating incompatible backgrounds with his setting. A lame alignment test is provided, the same that is also available in WotC's homepage. Finally, advice is included to further development of the character as it rises in levels. This is perhaps the most useful section of the book, as it offers some insights on feats sequence selection and their consequences at higher levels. Finally, the book ends with a list of characters names, helpful to truly unimaginative players.

There is little to recommend in this book. Experienced players should avoid it, while novice players would receive better advice from veterans. Perhaps it may be useful to people new to the game that are learning it without the help from seasoned players. Still, there is nothing in this book that a clever beginner could not discovered alone. Possibly, this material would be more suitable to Dragon Magazine, as it current stands; it is not worth of its price.
 

The Hero Builder's Guidebook for the Third Edition Dungeons & Dragons(r) game comes packed with 96 pages of indispensable information for the creation of truly unique characters. Tons of tables, charts, and other tools are included to give players the widest possible range of play options available in the Third Edition D&D game.
 

I think you break some of your own "Review Rules" with your review on this product.

The moderators will delete any reviews that they feel do not constitute a true review. A review is an in-depth look at a specific product, with well-thought out comments and criticisms. A review which consists of "This product is useless, do not buy it!" is of no use to anybody and a waste of EN World's resources (each review effectively costs me money and I only wish to spend that money if it is of some use). Such reviews will be deleted without warning.

In-depth? Where?

Your review should be of a reasonable length. Although there is no set limit, some reviews are better described as "comments". Those reviews will be deleted, or may be posted by the moderators as a comment rather than a review. Modertors may ask you, via a comment, to expand on your review before they delete it so as to give you a fair warning.

I certainly wouldn't call this a "long" review!

If you have a particular dislike for a particular product type, don't review it. If you hate character sheets and think they are useless, don't give a character sheet product a bad score. Some people like them, y'know! Instead, rate the product as a character sheet - if it's a good character sheet, give it a good review; if it's a bad character sheet, give it a bad review. Don't bother giving it a bad review because you hate character sheets - that helps nobody. It's like asking you to review knitting patterns and you just posting "I hate knitting patterns" in every review - it's no use to those people who are looking for knitting pattern reviews and who want to know which are the good knitting patterns and which are the bad ones.

With "If you have gamed for a while, you'll find it condescending as it tells you things you already know." i think you broke this one too.



Not to say that this is such a bad review, but if other people should follow your rules, i think you should too.
 

By Jack "the Knife" - Guest Reviewer, d20 Magazine Rack

If a friend just invited you to play D&D with his group, this (other than the Player’s Handbook) is the book for you. If your character is already established, you should probably give this one a pass. Basically, the Hero Builder’s Guidebook from Wizards of the coast is a tutorial that takes you from rolling your ability scores and selecting a race and class to fleshing out your character’s past and planning his future. The book is 64 pages and retails for $16.95.

Chapter one takes an in-depth look at rolling your ability scores. This seems very odd to me as I can think of absolutely no use for this kind of knowledge. Topics discussed include why the 4d6 method is clearly better than the old 3d6 method, the odds of rolling a natural 18, the hopeless rules, and actually assigning scores to your abilities. If I am not mistaken, this chapter falls under the hopeless rule.

The next chapter proves to be much more useful, mainly due to the fact that it is not an in-depth look at rolling your ability scores. Actually, the new chapter focuses on the bread and butter of D&D (other than rolling 1d20)—your race and class. Right on the first page of this chapter is an incredibly useful table that should be in the Player’s Handbook—Standard Racial Types. This table is two columns wide. The first column lists the major races and the second lists what the stereotypical character of that race would be like. For example-- and elf is graceful, carefree, timeless, and magical.

There is a second table on this same page that is also very useful called Racial Modifiers. This table is three columns wide-- the first column lists the race, the second lists the ability score adjustments, and the third lists the effects of the adjustments. Let us look at the elf again-- he gains a +2 to dexterity and receives a -2 penalty to constitution. According to the listing in column three, these modifiers mean that the elf gets a +1 bonus to AC and a +1 chance to hit on ranged attacks in exchange for one less hit point per level. There is also a worthwhile sidebar on this same page that explains how, with a natural ability roll of 18, a character can take advantage of the ability adjustments for his race and end up with a 20 on an ability score at first level. Page 7 gets an A+.

The rest of this chapter, another 28 pages, gives a short description of each race and class combination available. Each listing tells the advantages and disadvantages of using the race-class combo and gives advice about assigning your ability scores. There are also many “variants” which a quick ways to setup a character with a short background and motivation. My favorite is the half-orc variant Zhack-Tar—caller of the dead. When someone in the community dies, it is the Zhack-Tar’s job to call out to the spirit world to tell them of the deceased and his impending arrival in hopes that the stories of his deeds in life will serve him in his spirit life. I don’t see why a race other than half-orc couldn’t use this variant too. Other variants I found of interest include the Runeweaver (dwarven cleric), the Professional (human wizard), and the Professional in the Science of Protective Locks and Theft Deterrents (gnome rouge).

The next chapter is for defining your character’s background. According to the book, there are five major aspects of your character’s background—home, family, instruction, life events, and relationships. This chapter is filled with charts that will, after taking into account your character’s race, take you through each of these five aspects with the help of a d100. None of these charts are so particularly interesting that I feel the need to write about them (with one exception), although they do provide an easy way to make up your character’s history.

The one exception I mentioned a moment ago is Table 12: Ancestors of Note. This table is used to determine if your great uncle kidnapped his cruel boss and tortured him in his basement for five days, finally being caught while dumping the body in the local ravine after he accidentally killed his captive by subjecting him to small amounts of poison he personally harvested from spiders he found in that very same basement. Well, it doesn’t go into that much detail, but you get the point. At the end of the chapter, the authors even treat us to an example background created using the tables throughout-- allowing the reader to see how well all the bits and pieces of collected data fit together to make a spiffy little character history. How thoughtful.

Chapter five is a glorified alignment test. It asks a total of thirty-six questions divided into six categories with six questions each. The test takes into account how your character would react in example situations involving his family, friends, community, country, ethics on crime, and ethics in business. Every time an answer goes against the things a paladin would hold dear, you take one step toward chaotic evil. Interestingly enough, I took the test under the guise of my character Tanith “the Unforgiving” and found that although he is chaotic evil, in several situations he would act as a good aligned character would. The authors suggest that you use this test on a character about every three levels so you can watch for signs of alignment drifting. Alignment drifting, as a phenomenon, can be either a good or a bad thing, depending on whether or not it’s intentional.

Chapter six: “Planning Your Future” kicks off with a short pep talk about choosing a career path such as the ten listed in this chapter or setting your sights on a particular prestige class. Among the ten career paths included in the chapter are the counterspeller and the ever popular necromancer (now fully compatible with clerics). My favorite career path is the research wizard, who alters existing spells to suit his needs and can eventually master the art of creating entirely new spells.

Finally, this book wraps up with a chapter on names. According to this chapter, there are three do’s and three don’ts of character naming such as don’t use everyday names and do twist a word or location into a name. The chapter goes on to explain that a character can have nicknames and surnames— thank you Captain Obvious. Finally the book ends with its most useful material-- a large list of names broken down by race. Many of my PCs have picked their names from this very list. Super nice.

All in all, this book is certainly not worth its cover price despite its occasional sparks of brilliance, like page 7, the list of names, and the Zhack-Tar variant. However, if you and a group of your friends are planning on starting a D&D campaign with no prior experience, then—as a group—this may be the book for you.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

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