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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Is the ELH a complete train wreck?
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<blockquote data-quote="Pants" data-source="post: 1722002" data-attributes="member: 8849"><p>Like many others, I have mixed reactions:</p><p>- The monsters are awesome (aside from the uber-elves) and are almost ALL built in plot-hooks for entire campaigns. This is how monsters should be made.</p><p>- I dislike the spell-system for several reasons: 1) It relies much too much on ad-hoc effects and constant DM adjucation 2) It is either severely underpowered or severly overpowered.</p><p>- Also, at the same time, I LIKE the spell-system because it's such a nice departure from the vancian system. Unfortunately, it doesn't mesh very well the already established system and ends up feeling like a red-headed stepchild. IMO, if this were to succeed, the D&D magic system would need to be rebuilt with this newer system in mind, which is not really a bad thing. Plus, the rules need to be properly playtested and the holes need to be blocked up.</p><p>- The idea of feats as a character's progression of power is interesting, but I think that different routes would have had better results.</p><p>- Union, whether or not it is an attempt to replace Sigil (I think it is only an attempt to shoehorn an XTREME EPIC place into the established setting), sucks. I hate and loathe it with near every fiber of my body.</p><p>- The Epic 'Adventure' is useful only as a way of showing people how NOT to design adventures.</p><p>- The magic items were bland and boring, but really... nothing that bad.</p><p></p><p>So, while I may not classify it as a trainwreck, it is far (very faaaar) from being a good book. The monsters are excellent, but the rest of the book is subpar.</p><p></p><p>However, while I will probably never run an Epic game, I wouldn't mind actually playing in a good one. I will try almost anything at least once (except LARPing and Spelljammer).</p></blockquote><p></p>
[QUOTE="Pants, post: 1722002, member: 8849"] Like many others, I have mixed reactions: - The monsters are awesome (aside from the uber-elves) and are almost ALL built in plot-hooks for entire campaigns. This is how monsters should be made. - I dislike the spell-system for several reasons: 1) It relies much too much on ad-hoc effects and constant DM adjucation 2) It is either severely underpowered or severly overpowered. - Also, at the same time, I LIKE the spell-system because it's such a nice departure from the vancian system. Unfortunately, it doesn't mesh very well the already established system and ends up feeling like a red-headed stepchild. IMO, if this were to succeed, the D&D magic system would need to be rebuilt with this newer system in mind, which is not really a bad thing. Plus, the rules need to be properly playtested and the holes need to be blocked up. - The idea of feats as a character's progression of power is interesting, but I think that different routes would have had better results. - Union, whether or not it is an attempt to replace Sigil (I think it is only an attempt to shoehorn an XTREME EPIC place into the established setting), sucks. I hate and loathe it with near every fiber of my body. - The Epic 'Adventure' is useful only as a way of showing people how NOT to design adventures. - The magic items were bland and boring, but really... nothing that bad. So, while I may not classify it as a trainwreck, it is far (very faaaar) from being a good book. The monsters are excellent, but the rest of the book is subpar. However, while I will probably never run an Epic game, I wouldn't mind actually playing in a good one. I will try almost anything at least once (except LARPing and Spelljammer). [/QUOTE]
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