Messageboard Golem
First Post
I had a hard time reviewing this book. Initially I was quite disappointed by it, as it is advertised as "the definitive sourcebook for dwarven characters of all kinds".
Unfortunately, I cannot agree with that. This is indeed the definitive sourcebook for multi-classed dwarves. Two-thirds of the book is dedicated to prestige classes for dwarves who have multi-classed as Fighter-Something. Fighter-Rogue, Fighter-Cleric, Fighter-Sorcerer... they are all here. The rest of the book is feats, fighting styles and dwarven craftmanship. The text is also in an irritating font, a slightly "crunchy" type-writer style that is VERY close to being a "grunge" font as the font-sites call them. This is awkward for reading extended blocks of text.
The first section is new feats. A vast majority of these are combat-oriented. None seem especially powerful, nor especially weak. The downside is that none seem especially necessary honestly, except for yet another version of the "Mad Skillz" feat that grants +2 to two different skills. After this we have fighting styles. I like the idea of fighting styles, but I don't like rewarding characters with additional powers for having a pile of already-useful feats.
Then we have dwarven runes. Here the book stands up. These area set of feats that allow the crafting of items with special abilities like flaming, or that grant bonuses on certain rolls while they are in effect (once per day). This is an excellent addition to both dwarven D&D lore, as well as being easily ported over for use with just about any race or item that needs runes. With the additional runes rules from the Bad Axe Games website, this section stands out and already covers the 9.95 cover price, in my opinion. D&D -needs- runes, and these rules provide them with balance and style.
Dwarven Craftmanship is also a nice expansion on the Craft rules from the core rules. This section includes rules for crafting for increased durability, using enhanced alloys, crafting lighter weapons, more flexible armor, or better balanced weapons. Similar rules are applied to stonecrafting. As crafting is supposedly such an important thing to dwarves, this also made me happy.
The prestige classes were interesting, and I like the IDEA of attempting a prestige-class for every major multi-class of the race's favored class - but it also leaves me cold as this entire part of the book is only of ANY use to a character who has multi-classed as a fighter. Some I like like the Rock-Warden and Rune-Priest, but most of them just didn't impress me and seemed to be strained attempts at making fighter multi-class classes that aren't just staggered core-class progressions. The fighter-ranger was especially weak, just being a set of "virual feats" based on the favored enemy rules.
Finally we come to the role-playing chapter. Two pages. Two half-sized pages no less. This chapter reduces dwarves to stereotypes - a set of Seven Dwarven Virtues.
Instead of expanding on the dwarf, this book seems to pigeonhole the dwarf even further into the dwarven fighter stereotype. As a primary book about dwarved, this book falls flat. But whne placed bside any other dwarf book on the market, the focused treatment of the book shines out as a great complement.
Thus the hard time granting a rating to the book. Standing on its own, I give it a 3. But as someone who owns the Quintessential Dwarf AND Hammer & Helm, this book has no overlap with them and provides some excellent additional material and viewpoints.
I am VERY glad to have this in my collection, but again, that is tempered by the fact that I know that this pleasure is BECAUSE I have other dwarven books.
Unfortunately, I cannot agree with that. This is indeed the definitive sourcebook for multi-classed dwarves. Two-thirds of the book is dedicated to prestige classes for dwarves who have multi-classed as Fighter-Something. Fighter-Rogue, Fighter-Cleric, Fighter-Sorcerer... they are all here. The rest of the book is feats, fighting styles and dwarven craftmanship. The text is also in an irritating font, a slightly "crunchy" type-writer style that is VERY close to being a "grunge" font as the font-sites call them. This is awkward for reading extended blocks of text.
The first section is new feats. A vast majority of these are combat-oriented. None seem especially powerful, nor especially weak. The downside is that none seem especially necessary honestly, except for yet another version of the "Mad Skillz" feat that grants +2 to two different skills. After this we have fighting styles. I like the idea of fighting styles, but I don't like rewarding characters with additional powers for having a pile of already-useful feats.
Then we have dwarven runes. Here the book stands up. These area set of feats that allow the crafting of items with special abilities like flaming, or that grant bonuses on certain rolls while they are in effect (once per day). This is an excellent addition to both dwarven D&D lore, as well as being easily ported over for use with just about any race or item that needs runes. With the additional runes rules from the Bad Axe Games website, this section stands out and already covers the 9.95 cover price, in my opinion. D&D -needs- runes, and these rules provide them with balance and style.
Dwarven Craftmanship is also a nice expansion on the Craft rules from the core rules. This section includes rules for crafting for increased durability, using enhanced alloys, crafting lighter weapons, more flexible armor, or better balanced weapons. Similar rules are applied to stonecrafting. As crafting is supposedly such an important thing to dwarves, this also made me happy.
The prestige classes were interesting, and I like the IDEA of attempting a prestige-class for every major multi-class of the race's favored class - but it also leaves me cold as this entire part of the book is only of ANY use to a character who has multi-classed as a fighter. Some I like like the Rock-Warden and Rune-Priest, but most of them just didn't impress me and seemed to be strained attempts at making fighter multi-class classes that aren't just staggered core-class progressions. The fighter-ranger was especially weak, just being a set of "virual feats" based on the favored enemy rules.
Finally we come to the role-playing chapter. Two pages. Two half-sized pages no less. This chapter reduces dwarves to stereotypes - a set of Seven Dwarven Virtues.
Instead of expanding on the dwarf, this book seems to pigeonhole the dwarf even further into the dwarven fighter stereotype. As a primary book about dwarved, this book falls flat. But whne placed bside any other dwarf book on the market, the focused treatment of the book shines out as a great complement.
Thus the hard time granting a rating to the book. Standing on its own, I give it a 3. But as someone who owns the Quintessential Dwarf AND Hammer & Helm, this book has no overlap with them and provides some excellent additional material and viewpoints.
I am VERY glad to have this in my collection, but again, that is tempered by the fact that I know that this pleasure is BECAUSE I have other dwarven books.