Heroes of High Favor: Dwarves
Author: Benjamin Durbin
Published by:
]Bad Axe Games
ISBN: 0-9720416-0-5
Stock Number: BA-02101
MSRP: $9.95 US
Page Count: 62 6x9 inch pages
Heroes of High Favor: Dwarves (HoHF: D) is the first product by Bad Axe Games (BAG) and also the first in a series of race-devoted books by BAG. The book focuses on dwarves obviously, but mainly the "crunchy" side of roll-playing -- feats, skills, prestige classes, etc. This product will be critiqued concerning an advertising statement on the back cover: "Heroes of High Favor: Dwarves is the definitive sourcebook for dwarven characters of any kind". Now, with a slogan like
that, which uses the term "definitive", let's see how Benjamin Durbin and Bad Axe Games' content measures up to their words.
HoHF: D is an 62-page, perfect-bound softcover, but only comes in at 9 inches by 6 inches in size. Some people will argue that this decreased size of the work is a rip-off of sorts, when one considers other 62 or 64 page supplements that are regular in size and only "a few dollars more". However, what most people fail to realize is that with 60+ page products, there really isn't an industry norm for pricing... I've seen prices anywhere from $12.95 to $14.95, to slightly more, depending. In all actuality, 62 pages of solid d20 mechanics, good ideas, wonderful artwork, and priced at only $9.95 is a good deal -- despite the size of the pages. My only complaint about the small size book is that it takes me an added 15 or more seconds to find it on my bookshelf (yep, one can lose sight of it easily when crammed between big hardbacks, Dragon magazines, and other books).
The Cover and Interior Artwork:
The cover is spectacular -- a fine comparison to any of Henry Higganbotham's covers for WotC. The center of the cover depicts the classic dwarven tools: an anvil and hammer. Four dwarven runes (or Viking, rather) are placed at the four corners of the cover and overall, the entire image gives off a very earthen feel. Very appropriate, very striking. The cover artist is Andrew Hale and honestly, I can't wait to see more covers by this guy; whether they're for Bad Axe Games or freelancing elsewhere.
The interior artwork of Heroes of High Favor: Dwarves are rendered by Andrew Hale. Yes friends, you read that right -- the cover image and every interior illustration are done by the same person. Now, this does provide a consistent feel, but it can go either way, depending on the talent of the artist. If the artist has no talent, then you're groaning and sighing every time you turn the page and are forced to endure yet another horrible image. However, Mr. Hale has real talent for B&W images and for the first time in a long time, I've found a d20 product that every interior image is worthy of publication -- at not point did I ever see what I would judge to be a bad image. A note to Benjamin Durbin: If Andrew Hale can keep this level of quality up and submit art in a timely manner, don't go to anyone else for your art. This guy is good. I wouldn't rank him as the best by any means, but like I said, I didn't see a single piece of artwork that I didn't like. Wow!
Text density, header and body fonts, and layout:
The layout design was done by Brad Kelley and I'll be honest: he did a relatively good job, but I do have a couple of complaints. First off, the font chosen for this book was a little too "rugged"; with letters that were off-center with other letters and the general, "unclean" style, it sometimes made it difficult to read through. If one wants to provide a moody, rugged font for background information or role-playing tips for dwarves, that is fine, but please, keep the stat blocks and game mechanics as clean as possible -- I don't want to have to re-read something three times during a game just to make sure I didn't miss something because my eyes strained. On a positive note, the prestige class tables were all nicely done, without any text or images "bleeding" into the tables. Also, I really appreciated the PHB copy of battlefield positions when discussing a new mechanic; showing the layout the author intended for the benefitting mechanic really helps the reader to understand the new ability. The text density, though, could have been a bit tighter and use up a little more of the "white space", but all in all, it was acceptable.
The Meat of the Work
Chapter 1: Introduction
OK, introductions are typically small to begin with, but this puppy is only one page in length. Now, for those of us that prefer as much "crunchy bits" as possible, this is hardly a bad thing. The one page intro discusses the favored class of a dwarf, which is of course, a fighter. It sets the stage that this is primarily a fighter-themed book about dwarves, which isn't necessarily bad, but by the same token, doesn't reward those of us that were hoping for Bad Axe Games to break the dwarven stereo-types, or at least shed more light outside them than a page or two. The rest of the introduction discusses the heavy prestige class element of the book and the reasonings behind it, and also clearly defines what is designated as Open Gaming Content, which is pretty much everything but the company and product names, and the wonderful illustrations and graphic design. Very nice.
Chapter 2: Feats and Skills
The feats in this chapter are seperated into three distinct types: General (available to all classes), Dwarf (recommended for dwarves only), and Fighter (recommended to be placed on the list of bonus feats available only to fighters). Below are small descriptions of the 17 new feats offered in this chapter:
Axe Mastery: For those drooling axe lovers out there, you can get an additional bonus to hit if wielding an axe.
Blood of Kings: You gain bonuses to skills when dealing with other dwarves. My gripe with this feat: since it's only
recommended that you be a dwarf to take it, you don't
have to be. To me, one
should be a dwarf.
Cleave Asunder: A clever combining of the feats Cleave and Sunder; if you sunder a weapon enough to destroy it, you can attempt another attack, like the Cleave feat.
Crossbow Mastery: Same as Axe Mastery, but with the crossbow.
Giant Killer: I think it has been done before by Andy Collins in another fashion, but it fits dwarves as well. Basically, you can negate the reach of huge creatures.
Hammer Mastery: Same as Axe and Crossbow Mastery, but with hammers.
Improved Charge: Some would state that "improved" anythings are a waste of printed space, but I say they need to be done somewhere anywhere. This feat allows you the same bonus to damage that you normally get to attack for charging.
Improved Darkvision: Again, another "improved" and I think this one has been done before already, but you can't blame some reprinting of ideas considering there are over 800+ d20 products out already -- no one can possibly know everything that has been done. Darkvision improves by 30 ft.
Improved Rear Rank Fighting: Another "improved", but this one is better than the previous ones offered, as creatures seemingly blocking you and another creature within your reach don't provide cover for said opponent. Nice.
Rear Rank Fighting: A lesser version of the above feat, but one that must be taken as a prerequisite for it.
Refined Skill Focus: This feat gives you three options, all of which equal bonuses of some sort to one or more skills you possess. I really like the options given.
Shield Bash: Hopefully self-explanatory.
Shield Parry: Again, kinda self-explanatory.
Shield Rush: A nice bonus to bull rush.
Short Stature: You're a runt -- even to other dwarves.
Spear Mastery: I hope you see the Mastery trend above -- same thing, different weapon.
Sturdy Back: Again, already been done, but useful nontheless if you don't have the source it originally came from.
The chapter then offers four different fighting styles that you can bless your dwarven character with. The fighting styles listed are kinda typical, but good for any new players of the game.
Now we head into the "Dwarven Runes", which are basically one-shot supernatural runes of many kinds that can be inscribed on items, weapons, and armor. These runes are limited to once per day uses, and last for only a short period. There are ten dwarven rune types listed, but the format is similar enough to feats that one can easily create their own, new dwarven runes. I love the idea behind the dwarven runes, and for the most part, they're balanced, but I do have a couple of comments. One, the cost for a permanent "magic item of sorts" is only an additional masterwork cost (300 gp), which I believe is kinda cheap. Also, I would have loved to see dwarven skin-scribing runes (runes that can be placed on one's person, instead of just their equipment and weapons). However, I can add that easily enough myself.
The skills portion of the chapter is quite nice, with enhancements and more options to existing skills. Not every dwarven player will center so much on blacksmithing or armorsmithing, but those that do (I have one in my campaign actually), will be drooling at the corners of their mouth when they read the 7 pages dedicated to dwarven skills. Quote from my player: "Now I finally can make these ranks and synergy bonuses MEAN something."
Chapter 3: Prestige Classes
This chapter presents 10 multiclass concepts, all of which incorporate the fighter class and one other, and "iconic prestige class combinations" for every combo. The concepts give sound multiclassing advice, while the prestige classes appear balanced and some of them break the tried and true dwarven ground, and have more than a hint of originality. Below is a small list of the iconic prestige classes:
Battler-Rager (Fighter-Barbarian)
Dwarven Skald (Fighter-Bard)
Rune-Priest (Fighter-Cleric)
Rock-Warden (Fighter-Druid)
Big Badass Dwarf (Fighter-Fighter) - OK, just kidding there, that one doesn't exist. ;-)
Stoneheart Ascetic (Fighter-Monk)
Paragon (Fighter-Paladin)
Slayer (Fighter-Ranger)
Tunnel-Fighter (Fighter-Rogue)
Aceldamist (Fighter-Sorcerer)
Artificer (Fighter-Wizard)
Now, when I first heard that all the core classes were going to see multiclass treatment, I was wondering how Bad Axe Games would handle the difficult-to-multiclass paladin and monk classes. Overall, I really like the avenues they took, which were obvious to a degree, but anything else would have created a very broken multiclass. In all, I really liked the dwarven prestige classes offered. Nice job.
Chapter 4: Dwarven Role-Playing
Of all the chapters offered in this book, this chapter was the one I was actually disappointed with -- badly. BAG only devoted TWO pages to actual dwarven role-playing advice... yep, TWO pages that about equal one regular page of any other work. Now don't get me wrong, as I really like the content they used for those two pages (seven chief virtues of dwarves), but I would have loved to see
more -- much, much more. Dwarven arcane spellcasters aren't common, but they are a possibility now with third edition, but BAG didn't desire to flesh the reasonings for them out. Dwarves that aren't so fighter-oriented are rising up at playing tables everywhere, but with little-to-no support from this work. However, when I re-read some of the multiclass combos of the previous chapters, I found a little more "role-playing" info offered, and of course, Bad Axe Games certainly didn't hide the fact that HoHF: D was going to be personifying the dwarf of old.
Conclusion:
Well, I certainly love the crunchy bits offered in this book (hell, 98% of it is devoted to 'em, so they better be good), and I really enjoyed the artwork. The ideas and game mechanics were solid for the most part, and that is a major issue with me. However, as I quoted above from the back cover, BAG used the following to help sell the book: "... the definitive sourcebook for dwarven characters of every kind." -- and they fell a little short (no dwarven pun intended). Now, I could easily suggest that this is the definitive sourcebook for dwarven warrior-types, but I certainly don't believe it showcases every element that is or could be... DWARF. This is the main reason that I'm giving this product a 4, instead of 5 (Superb) rating -- one can't just focus on one aspect of a race, run with it, and then consider it "definitive for dwarves of all kinds". You can certainly go with a primary focus, but there should be more than 1-3 pages on the lesser aspects.
Don't get the misconception that I don't like this book, because I really do... its a wonderful fighter-themed book about dwarves. I'll even go further and state that anyone who has a penchant for role-playing dwarves with a warrior bent, MUST spare a $10 bill for Heroes of High Favor: Dwarves.
-Chester G. Douglas II