D&D 3.x [Let's Read] The Frank & K Tomes

Not to be a "well, ackshually" guy, but I'd argue that Loren Coleman was the creator of such drama. If he didn't embezzle company funds and paid freelancers the work they were owed, none of the ensuing fallout would've happened.
That was never proven or admitted, they mixed company and private funds, something that happens often with small companies. And don't get me wrong, CGL has had 'issues' paying their freelancers since that drama as well. CGL isn't a good company to work for imho. But so are so many other small RPG companies and those had never the amount of drama that Trollman created. I'm not saying that there was no fire, but we have a saying: "Making from a mouse and elephant..." This drama primarily happened on the Shadowrun side of the business and the Battletech side was largely unaffected by the drama, even though they were also employing a ton of freelancers...
 

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Chapter 8: Money and Equipment

Image taken from the Wanderer’s Guide to Merchants and Magic

Besides being heavily into dark magic stuff, another pet focus of the Tomes series was highlighting the stress points of D&D’s fantasy economic systems. Although discussed in other chapters as well, this is the first one that really touches upon this topic in-depth.

We first start off with an overview of equipment as it stands in 3.5, specifically Weapons. The authors note that they’re more or less fine with the diverse assortment of weapons in 3.X and don’t see the need to rebalance them, but they do have an issue with 3.5 introducing the concept of variant sizes for weapons. For example, a flail designed by halflings and other Small creatures is going to weigh less and do less damage than one designed by humans or ogres. The Tomes pretty much move back to 3.0’s simplification, and also adds in some restrictions to prevent Hulking Hurler cheese, such as not being able to use weapons that are larger than the character or that are too heavy to lift as a light load.

The section then moves onto bows. In the original 3.X rules, bows had composite versions which basically let you add a certain amount of Strength to damage rolls, with higher effective Strength being more expensive to craft and purchase. The authors describe this as “dumb,” saying that this made such weapons very cost-prohibitive to use effectively for orcs, giants, and the like. The alternative fix is that composite bows could still be made with a certain Strength requirement, but their cost would remain the same. The limiting factor is that bow-making civilizations only really make what is practical for the realistic Strength ranges of their people. Bows also have alternate ranges based on the intended size of its wielders.

Thoughts: First off, I disagree with the initial statement that 3.X weapons are more or less balanced with each other. Besides the existence of the Spiked Chain, there were definitely weapons that saw more use at tables due to practicality. Crossbows were notoriously weak in comparison to bows, while rapiers and scimitars were the preferred choice for crit-fishing builds given their high threat range. The return to simplification is a common complaint, and one that future Editions moved back to, treating weapons wielded by larger-than-Medium races as effectively unique equipment (albeit with its own can of worms). The Tomes have a step in the right direction, but it feels that it’s more of a patch than a fix, and ironically the “can’t wield weapons past a certain size/weight” does punish martials who already have things hard enough in this ruleset.

We continue to see some obfuscated meta-discussion by the authors. While they do go into detail about what they don’t like about weapon sizes, they don’t really talk about why strong bows being more expensive is dumb in and of itself when other gear made for large/strong races also gets price hikes. The 3.X rules already make armor for larger creatures more expensive, something that the Tomes don’t really change or address. One could logically assume that a bow made for a frost giant would require stronger materials in order to support the increased draw strength, so why is one form of expense an ill-designed decision, and the other not? Additionally, the reduced range on bows for smaller creatures is also a punishment. The increased bow range and removal of expense for higher Strength scores not only reinforces players to not pick halflings, goblins, and other small-sized races for archer builds, it encourages them to pick options such as Goliaths and Half-Ogres instead.

There’s some talk about making magical ammunition cheaper and more easily recoverable, along with new weapon materials for necromantic weapons. For the latter, we did talk about Boneblades in the Prestige Classes section, but we also get Blood Steel (+2 damage on a hit) and Black Steel (adamantine that has Ghost Touch and Wounding properties at no additional cost, but cause Wisdom drain when wielded). I don’t have strong opinions on these overall.

We move onto Armor, which has a much more significant rules overhaul. The authors note that most armor types are passed over in favor of just a few, so they created a set of new rules to make armor of all types more broadly appealing. We first start out with advice on not mixing and matching incompatible-sounding armor types and qualities, such as not applying Mithril to plate armor. Ironically, the Tomes’ take on Armor Non-Proficiency adds in some punishments not in the original 3.X rules, such as reduced movement in non-proficient armor if its armor check penalty exceeds the wearer’s Base Attack Bonus by a certain amount, and that armor of more unique and exotic origins (such as extraplanar types) require training in it for a day in order to gain proficiency. But there is one boon the Tomes grant to dextrous armor-wearers: they increase the Maximum Dexterity Bonus of armor for every two BAB higher than the Armor Check Penalty.

We then get an expanded set of tables for new and existing armor types in the Tomes. In addition to straightforward protection, armor and shields also grant bonus benefits based on Base Attack Bonus and ranks in particular skills in line with the principles of Scaling Feats. This wasn’t just a Frank and K endeavor, for they were assisted by Mister Sinister in rounding out the scaling armors. For example, Dragonscale Suits grant stuff like Energy Resistance and eventually Immunity based on the type of dragon its armor is made from, Hide Armor can make the wearer undetectable by scent and harder to track, and Spiderweb Clothing lets one be more spider-like such as unrestrained movement through webs as as well as gaining poison immunity.

Thoughts: There’s an awful lot of armor types, and the scaling benefits help make them stand out. However, these rules suffer from the option paralysis effect that the Scaling Feats do, and there are still certain armors that have more broadly applicable benefits than others. For example, Padded Armor still sucks, with the 8 rank benefit (gain benefit of 8 hours of sleep with 7 hours) actually being weaker than the 4 rank benefit (can reroll a failed Tumble check under certain circumstances), while the Adamantine Breastplate’s +1 BAB has a better benefit (Damage Reduction equal to BAB vs non-adamantine weapons) than most of the Ringmail armor’s (its +1 BAB merely negates 5 points of non-lethal damage from any attack).

The Economicon is the final section of this chapter, moving on from raw crunch to the discussion of more ephemeral concepts that are split into 8 different subject matters. This is also the first time that the Tomes talk about the Wish Economy in more depth. Although the PDF goes into proper detail in the Book of Gears in back, I believe that giving the readers a brief run-down here can help provide a better understanding.

The Tomes operate with the expectation that D&D societies are separated into three broad economic systems:

  1. The Turnip Economy, representing subsistence agriculture and hunter-gatherers, societies that rely on barter systems, and others that have not developed or are sufficiently removed from more intricate systems such as banking and minted coinage.
  2. The Gold Economy, representing the pseudo-medieval adventuring standard, with Material Plane cities and major population centers being the nexus points of trade.
  3. The Wish Economy, representing archmages, extraplanar bastions, the courts of archfiends and divinities, and other people and places operating by immortal principles.

The Wish Economy is further outlined by several core rules: the first is that coins in D&D are 1/50th of a pound; that an Efreet can produce a Wish for any magical item of 15,000 gold or less; that a Balor can cast Greater Teleport at will, but only carry 30 pounds of currency while doing so, and that even with platinum pieces that’s only 15,000 gold worth of currency.* Thus, any magic item worth more than 15k is only bought for more valuable things, such as immortal souls and other planar currency. And as the Tomes are built around the expectation that captured Efreeti are easily accessible, that PCs of powerful enough status can be assumed to more or less acquire magic items worth 15k or less without any effort.

*This is actually wrong: a Balor can Greater Teleport with 50 pounds of objects at most, not 30.

The Economicon bounces between different subject matter, such as an attempted in-universe justification for the universal price tag increase for masterwork weapons and armor by saying that D&D functions on a war-time economy. As to why, this doesn’t make sense to the authors that a masterwork dagger is worth more than their weight in gold. Or that silver/gold/etc pieces are unreasonably heavy in comparison to real-world coins. But there are some choice essays I want to focus.

8.3.4 Bad Money Drives Out Good: The Penalties of Paper

This essay attempts to explain why fiat currency and paper money don’t really exist in D&D. It basically boils down to the claim that such currency only came about with the rise of Nationalism in the real world, and that D&D societies are still operating in the Iron Age. The authors point out that D&D settings can have expansive empires and kingdoms, but “that’s it as far as civilization goes.” Since they aren’t countries in the modern sense of the word, people can’t place trust in a higher governmental authority beyond what can be enforced through labor and force of arms.

This is wrong from an historian’s perspective: first off, the real-world Iron Age predated the feudal era by several centuries to a millennia, depending on where you are in the world. Additionally, many pre-Industrial societies have made use of paper currency. The Mongol Empire, the Tang and Song Dynasties of China, even the Knights Templar all had paper currency. And if we really want to be in the Iron Age, Babylon’s Code of Hammurabi and the city-state of Carthage also made use of paper for the tracking of debts.

8.3.5 Powerful Creatures Have a Powerful Economy

This focuses on what forms of currency that archmages, demon lords, and the like use in place of vulgar metal. The Tomes provide five major types: gems, souls, concentration, hope, and raw chaos. Gems are useful because they are used as material components for all manner of spells, souls are useful for necromantic stuff and for the lower planes’ slave trade, concentration represents ideas so powerful that they take the form of an amber-like substance and are valued by Lawful outsiders, hope is a shining weightless material valued by celestials, and raw chaos is the essence of possibility that can take innumerable forms. All of these materials can be used in the crafting of magic items.

Our final essay in this chapter brings things to a close. As we covered in prior posts, D&D 3.5 and the Tomes grant characters (not just PCs) powers and abilities that can fundamentally change things on both a personal and societal scale. And that’s before getting into high-level Wish-granting shenanigans! The Tome authors are more than aware that many gaming groups have asked the question of why the PCs and powers-that-be haven’t used their influence to reshape D&D settings into something much more advanced. This is pretty much a fantasy equivalent of the “Why Doesn’t Reed Richards Cure Cancer?” type of questions you see bandied about in superhero fandoms. This next subject is what the Tomes attempts to answer.

8.3.8 Bringing the World out of the Dark Ages

It is historical fact that you can take a ridiculous and crumbling imperium with serfs and horse-drawn carts managed by a tyrannical and squabbling aristocracy and boot strap it into being a technologically sophisticated global power that can win the space race and such in a single generation even while being invaded by an evil and genocidal empire. The people at the top don't even need to be nice or sane, they just have to understand that economics is an entirely voodoo science, and the limits of production can be broken by thousands of percentage points by getting everyone to buy on credit, work on projects that people looking at the big picture tell them to work on, continuously invest in productive capital, and believe in the future.

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Right. That's called Communism, and it ends the dark ages immediately even if it isn't run well. Presumably if it was being run by Paladins who actually radiate goodness and Wizards who are inhumanly intelligent and can cast powerful divinations to determine projected needs and goods could be distributed to the masses with teleportals - it would work substantially better. That sort of thing is not outside the capabilities of your characters in D&D. It's not outside the capabilities of the people in the village your characters are saving from gnollish invasion. It's not even technically complicated. But it isn't done.

Partly it isn't done because we're playing Dungeons & Dragons, not Logistics & Dragons. While it is true that you can fix the world's ills in a much more tangible fashion by industrializing the production of grain and arranging a non-gold based distribution system such that staple food stuffs are available to all, thereby freeing up potential productive labor for use in blah blah blah… the fact is that to a very real degree we play this game because telling stories about slaying evil necromancers and swinging on chandeliers is awesome. But the other reason is that the society in D&D really isn't ready for a modern or futuristic social setup. No one is going to understand how they are supposed to interact with Socialism, Capitalism, or Fascism, things are Feudal and people understand that. Wealth is exchanged for goods and services on the grounds that people on both sides of the exchange aren't sure that they would win the resulting combat if they tried to take the goods or wealth by force of arms.

Rome had steam engines. Actual difference engines that propelled a metal device with the power of a combustion reaction through the medium of the expansion of heated water. Really. They never built rail roads because slaves were cheaper than donkeys and the concept of investing in labor saving devices was preposterous. In D&D, the idea of having an economy based around trust in the government and labor/wealth equivalencies is similarly preposterous.
It's not that the idea wouldn't work, it's that every man, woman, and child in society would simply laugh you out of the room if you tried to explain it to them.

Thoughts: A long-ass time ago, when I first got interested in the Tomes, the “economics is voodoo science” was the major thing I tripped over. It’s pretty uncontroversial in academia that economics is a legitimate social science. Heck, it’s one of the few things that libertarians and communists agree on! I first thought (and saw the defense of) the bolded line that it’s being discussed in the context of Soviet-style centralized planning. But it’s not, for the term "entirely" applies to an objective stance of authority. It’s also not talking about “Voodoo Economics,” which was a criticism of Ronald Reagan’s policies, as it’s quite clearly about the Soviet Union which was hardly a laissez-faire capitalist society.

This is perhaps the prime example of obfuscated authorial intent: the writers not only drop a contentious declaration that is hardly a popular opinion, they don’t really explain why they came to that conclusion and presume that the reader will accept it at face value. What makes this line worse than other examples is that the Tome authors go into a lot of detail about fantasy economics. For a STEM example, this would be the equivalent of reading a D&D sourcebook talking about fantastical poisons and diseases, and then out of nowhere the author says that vaccines cause autism in real life. This served as my first shelf-breaking moment in not just the Tomes, but the future works of Frank and K. Even if what they were talking about appeared to make sense, I always had that lingering seed of doubt that what I was reading could in fact be incredibly wrong.

But more broadly, this essay is a good example of the Selective Realism I talked about in the original post. This isn’t the first time that the Tomes take an implied “feudal people are too dumb and unenlightened to take advantage of magic and other society-shaping tools,” but it does showcase the authors’ attempts at explaining why there’s a dissonance between the rules presented and the world as it is presented. I am reminded of how Ars Magica had sourcebooks talking about how the magical powers and creatures presented in its rules could change medieval Europe, which is quite solidly feudal. Instead of retreating from the world-breaking expectations that could arise out of handing great power to the PCs and NPCs of the setting, it reinforces the feeling of a living world full of people making decisions that feel plausible to the reader. The Tomes’ take is antithetical to this.

Thoughts So Far: There are some things I like in this chapter, some things I dislike. The latter outweighs the former, for where the Tomes falter, they falter hard.

Join us next time as we get our war face on in Chapters 9 through 11: Combat Basics, Advanced Combat, and Conditions & Special Abilities!
 
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Chapter 9: Combat Basics

Image is the Duel by Shen Fei

This post is going to be a three-parter on account that these chapters cover a lot of material that exists in the core rules. Most of Chapter 9 covers basic concepts such as how to calculate one’s attack bonus, initiative and surprise, and the different action types. They do include descriptions for Swift and Immediate actions which is appreciated. Such action types did not originate in the 3.5 core rules, but were repeated enough in future material to the point that they became virtually core.

What is new in this chapter are the three essays at the beginning. The first outlines how in older Editions of D&D, certain classes were intentionally unbalanced due to having harder prerequisites: for instance, the paladin was harder to qualify for due to having strict ability score minimums at a time when such scores were all rolled. The Tome authors argue that the acceptance of the Fighter as a “weak” class has carried over into 3rd Edition, and thus the Tomes are designed so that the Fighter and other classes are intended to be important characters in their own right rather than meat-shield speedbumps for the monsters.

The next essay talks about how the set-up of fantasy elements fundamentally changes the face of warfare. In short, heroes and adventuring parties are akin to special forces who are sent to take care of problems that you can’t just throw hordes of peasant militias (or goblins, or dretches, etc) in order to solve. Non-magical aristocrats who don’t have Cú Chulainn levels of super-strength still have a place in the world, as the day-to-day management of a realm includes stuff that adventurer skills aren’t necessarily specialized for doing. However, it is an open secret in the halls of power that adventurers are the real power in the lands, but it’s an easier pill to swallow for the populace to have apparent leaders who come from stable-looking dynasties rather than nomadic bands of murderhobos.

The final essay concerns the concept of honor, specifically as a social construct rather than a cosmic law. What do such codes look like in a world where magic isn’t assumed to be a tool of the Devil, or where certain fantasy races have innate powers that give them particular advantages such as seeing in the dark? The Tomes explain that honor codes primarily work to keep the powerful in power and the rest of the “little people” in their place. Several examples are given of what this looks like: for example, getting a lot of help on a single project is dishonorable, as powerful mages have great power at their fingertips, but most Commoners can only do so much by themselves. Or destroying magic items, even corrupted and innately dangerous ones, is dishonorable. As to why, you’re removing a source of power from the world that other people can use.

The authors note that whether or not someone is honorable doesn’t necessarily map to alignment, and in the end boils down to whether or not society at large is willing to ostracize the person. Meaning that even Chaotic Evil societies have their own twisted forms of honor.

Thoughts: I like all of these essays, as they give food for thought when it comes to world-building and how fantasy elements can apply to otherwise feudal medieval worlds. The Fighter essay is rather interesting, in that 3rd Edition’s Fighter actually lost a bunch of things that the class could do in earlier Editions, such as a surfeit of bonus attacks against 1 Hit Die mooks or overall having the best saving throws. The essay doesn’t point such things out specifically, but it is related to the overall perception of certain classes being more…prestigious, if you will, among players.

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Chapter 10: Advanced Combat

Image is Duel by Antonio J. Manzanedo.

This continues the process of copying stuff from the core rules, although the subjects covered are more situational such as difficult terrain, cover and concealment, and modifiers to attack and Armor Class based on various factors. This chapter does feature several major changes: the first is that the Expertise and Power Attack feats are now made into universal options that anyone with at least +1 Base Attack Bonus can perform. Power Attack is made so that the damage bonus is a fixed rate of +2 for every 1 BAB sacrificed, so two-handed weapons no longer have an inherent advantage and you can Power Attack with light weapons now.

The second major change is a mechanic known as the Edge. It is a pseudo-condition where a character “has the Edge” against an opponent if they have a greater Base Attack Bonus than said opponent. Various feats and class features can grant the Edge in other ways, too. For example, the Swashbuckler gains the Edge against an opponent until that opponent strikes them. The Edge grants new and improved uses of existing combat maneuvers: for example, a disarm attempt against a target you have the Edge against doesn’t provoke attacks of opportunity, and can choose where the disarmed object lands or even grab it with a free hand. It’s particularly good for grapplers, as having the Edge makes it so that the target cannot attack you at all once you successfully perform and maintain a maneuver against them. In fact, this section significantly streamlines the infamous grapple rules by dividing them into 3 distinct maneuvers: Grab On (attach yourself to an opponent), Hold Down (basically pinning them in place), and Lift (can move around freely while carrying the opponent).

The third major change is actually near the end in its own essay, concerning the new and improved [Leadership] feats and their shared system. Basically, it’s an optional element, and a character gains a Leadership score once they have a Leadership feat. They can take more than one, but the Tomes say that it’s a common house rule to limit people to one such feat. Leadership in base 3.5 derives from character level and Charisma plus several situational modifiers. In the Tomes, it is based on the feat: for example: Army of Demons is based on ranks in Knowledge (the Planes) plus Charisma modifier, while Lord of Death is one’s ranks in Knowledge (Religion) plus Wisdom modifier. In the base game, one’s Leadership score determines the level of Cohorts and Followers (the latter of whom were limited to 6th level at best), but Tomes swaps this out by measuring such NPCs by Challenge Rating. In fact, the maximum Challenge Rating of one’s Followers now is 10, although the book states that Followers are “traditionally of the crappy classes” such as Expert and Warrior, and Cohorts are always 2 CR lower than the PC. Certain [Leadership] feats grant one the ability to recruit monsters as Followers: Lord of Death and Army of Demons are pretty obvious, although the latter feat isn’t specific to demons but rather the Outsider type in general, and said feat also has the [Celestial] as well as [Fiend] tag. Monster Rancher is the most broad feat for follower species, for the “your followers can and must be monsters” doesn’t limit by creature type like the other ones do.

The final set of explicit rules in this chapter is the Mass Combat Mini-game, an abstracted version of large-scale warfare for D&D. The Tomes note that this isn’t meant to be a complicated or stand-alone system, noting that if you “wanted to play Warhammer 40K, then you wouldn’t be playing D&D.” In short, this mini-game takes place on a map, with two or more opposing forces known as Armies. Armies are composed of Units with values for Hit Points, Damage, Move, and Morale, which are pretty straight-forward. Morale is like a secondary set of Hit Points that apply to your Army Morale Rating as a whole, and the value decreases the more Units you lose. Once that Rating hits 0, surviving Units on that side flee combat. Each Unit has a Commander, who has a Commander Rating that is added to the total Morale Rating and determines how many Tactics they can give each turn. Tactics are special actions a Commander can order for a Unit to undertake, such as fortifying the square they’re in to gain Damage Reduction. PCs can take control of Units as Leaders if they have a Commander Rating, which is obtained by having a [Leadership] feat.

This chapter ends with a series of essays talking about what war and its consequences look like in a generic D&D setting. The first set is called A World at War, which first starts out with individual entries for popular fantasy races and monstrous civilizations. For example, it talks about how gnomes’ propensity for illusion magic and ability to speak with burrowing animals makes them excellent guerilla fighters, or that the sahuagin rule the largest empires by physical size given that oceans cover the majority of most Material Plane worlds. The essays also talk about how non-human lifespans can shape perspectives, such as how dwarves are very good at multi-generational prolonged conflicts when fighting orcs, goblins, and giants. The dwarves see and judge such conflicts as part of a larger “eternal war” and thus take very long-term perspectives, while their enemies see the war as a series of separate conflicts with their own individual goals and stakes, and also don’t have as long-held a tradition of record-keeping so they take longer to learn from their mistakes. After the War is a more specialized set of essays talking about what happens when certain races (and necromancers) win in warfare, along with sample adventure hooks. One such example is a “resource rush” in a region, when a necromancer’s army kills everyone living but leaves all the inorganic resources behind for the taking.

Logistics and Dragons is our final set of essays, and is also where the changes to Leadership are which I already covered earlier. It more or less discusses population demographics, but starts out with discussing handling of magic items at higher levels. The latter example says that by the time PCs start interacting with the Wish economy, the DM should be more lax in handwaving keeping track of minor magic items. The authors note that different groups have different expectations on book-keeping and to first talk things out to ensure that everyone’s on the same page.

The discussion on demographics further builds upon the “let’s give everyone classes and levels” of 3rd Edition: notably, it says that most high-level NPCs are spellcasters, because “NPCs go up in levels in situations appropriate to their class, unlike Player Characters” and that “NPC Fighters rarely survive in the environment required to become 20th level, while NPC Wizards often do.” Also, the Tomes get rid of the concept of the Commoner class, instead replacing it with Humanoid Hit Die to represent non-combatant laborers, and that “normal people” NPC classes only go up to 5th level.

Thoughts: The essays on how various fantasy races and monsters go to war are my favorite in this chapter. I also like the concept of the Edge, in that it gives martial classes a much-needed push. While it’s still rather cumbersome in requiring multiple die rolls, the Tomes’ take on grappling reads easier than what exists in 3rd Edition’s default. The Mass-Combat Minigame is incomplete in that it doesn’t have any sample Units, and it’s already heavily competing with a lot of other minigames and stand-alones out there. I do find it amusing how despite how far the Tomes went to bring martials and non-primary casters up, that the fantasy world it portrays is still dominated by high-level mages. And while it’s optional, I am not as fond of the Leadership changes, as it’s empowering an already-powerful feat and set of rules; they don’t need the help. I understand that it would be cool to have an army of monsters at your beck and call, but it just doesn’t work with how the action economy is in play.

Chapter 11: Conditions & Special Abilities

This chapter pretty much covers the relevant entries from the core rules. As far as I can tell, they’re the same as base 3.5, so I’m not going to cover this one.

Thoughts So Far: These chapters contain my favorite bits of “fluff” from the Tomes, and the “crunch” isn’t too bad either. The Edge, the universal unlocking of Expertise and Power Attack, and the treatises on warfare provide martial-friendly content, which is nice when two of the Tomes are very mage-friendly by comparison.

Join us next time as we cover Chapter 12: Magic!
 

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Chapter 12: Magic

Image is Wizard's Duel by Phill-Art

A relatively short chapter, Magic is composed of both new rules and general essays on the state of affairs in D&D 3.5 as they stand.

The essays vary in subject, with some of them not even being about magic at all. The chapter starts out strongly with the discussion of Easter Egg Class Features, where higher-level D&D has expectations that PCs will have access to certain magic items or similar features in order to function. For example, around 9th level Rogues need a way to remain hidden from enemies who can auto-detect their presence regardless of their Hide/Move Silently roll, while past 7th level characters specializing in mounted combat need a sufficiently powerful mount to reasonably survive.

Thoughts: Largely I agree with this, as the authors are noting some very common shortcomings of 3rd Edition that many groups have dealt with in actual play. Unlike other essays here it doesn't provide a bunch of new rules to fix it, but rather highlights common levels of power where such things will crop up during a campaign.

The next several essays cover perceived shortcomings in magic and magic items, such as giving level 6+ PCs the ability to cast Greater Magic Weapon once per day so they can "power up" existing magic weapons rather than trading out their +1 flaming swords for +3 swords, or complaining about how most material components are bad jokes (bat guano being used for Fireball and Tongues constructing a miniature tower of Babel) but don't offer up a solution for this last part. One notable essay talks about how supplement bloat exponentially increases the powers of Clerics and Druids, for they effectively have access to all spells when preparing them. The Tomes' proposed house rule limits such classes to 1 non-PHB spell per class level.

One essay is quite the edge case: pointing out how the Outsider monster type gives proficiency with all martial weapons, and that said type encompasses everything from slaadi to yeth hounds. The authors propose a fix where PCs don't gain new weapon proficiencies for changing type and that monsters are proficient with whatever weapons they happen to be holding. The authors note that the DM "ruling by common sense" isn't a viable solution as "I'm pretty sure my gut tells me different things that your gut tells you," but acknowledges that it's better than no solution at all. I'm honestly surprised they didn't bring up the fact that Aasimar and Tieflings are Outsiders and thus eligible for martial weapon proficiency; the latter race is a very popular choice even with the Level Adjustment! It's something I'd honestly see come up in play a lot more often than say, someone who has 10 levels in the Alienist Prestige Class, which is one cited example.

There's another essay about how the rules for stealth (Hide skill in particular) requiring the sneaker to always have either cover or concealment actually harms Rogues and similar archetypes, as most enemies have darkvision and opens up "technically right but is counterintuitive" rules such as using tower shields to Hide. While hitting on some good points, I am a bit surprised that the authors didn't note how the splitting up of stealth and perception into 2 skills each further weighs things against the people doing the sneaking. The more rolls you have to make in order to remain undetected, the higher the chance for overall failure. There's a reason why Pathfinder and 4e/5e combined them together.

Thoughts: I honestly don't think most gamers give much thought to material components, so the complaints about them being "MacGyver technology disguised as magic" or jokes don't really concern me. The Outsider weapon proficiency feels super-situational, and between it and the Hide rules don't really address what I see as more common problems arising in games even if they are noting problems in the rules.

But perhaps the most significant change in game design are Variants for the Polymorph Spell, spells which in 3.5 were notoriously wordy and unintuitive. The authors propose two fixes: the first is where the caster effectively vanishes and is replaced by a monster who shares the caster's alignment, personality, and goals (albeit an altered intellect can impact how they express this), where damage to the monster is carried over to the caster. The second fix more or less keeps the caster's default stat block intact, and the spells automatically grant certain features by default and the caster can choose from a list of abilities in line with the monster's theme. There are multiple spells for both fixes, with the former being split between "polymorph self/other/mass" and the latter being five spells in line with broad species of human/lycanthropy/monstrous/fiend/dragon forms.

Beyond the Polymorph fixes, the chapter provides us with outright new magic in the Necromantic Spells entry. The authors note that the necromancy school is heavily stacked in favor of high-level play, with the lower levels having rather unimpressive and situational uses. We get 9 new spells, all but 1 of which are 1st to 3rd level and 1 being 4th. Most are appropriately thematic such as Form of Death (2nd level, creature touched is treated as undead for mechanics purposes for the next 24 hours) and Congealing Consumption (2nd level, close-range AoE that nauseates creatures who fail a Will save). But some are not exactly death or undeath-related but have sinister applications, such as Curse of Crumbling Conviction (4th level, instantaneously cause a creature who fails their save to become apathetic and Neutral-aligned, and will willfully adopt the alignment of the next creature who makes them Helpful) and Puppet Dance (3rd level, creature with a physical body who fails a Reflex save cannot voluntarily move, and the caster can spend a standard action to have the victim take a standard action that isn't a spell). This latter examples are actually in line with 3.5 Necromancy, which tended to be a broad-purpose "dark magic" label for non-necromancy stuff such as the Fear spell.

Three spells deserve calling out, for they make use of a new type of location known as a Tomb. Detailed in the 14th Chapter, a Tomb is a location that is highly attuned to the Negative Energy Plane, which grants undead within it fast healing 1 and cannot be turned or rebuked, but undead also cannot be created within a Tomb by spell or by monstrous ability. Tasha's Tomb Transport is akin to a highly-situational Teleport that can only be cast and used to travel between Tombs; Tomb Tile Tessellation can be used to gradually turn an area into a Tomb with each casting applying to a 10 foot cube; and Tasha's Tomb Tainting can remove various supernatural effects (consecration, desecration, etc) property from an area, albeit this last spell requires a costly material component worth 500 gold pieces.

Thoughts: Polymorph can indeed use simplification, and the proposed spell fixes more or less do the job. I also agree with the observation that necromancy spells are quite top-heavy. One thing the Tome authors didn't directly address is that Clerics make better necromancers than arcane casters. However, all of the new spells are exclusive to Sorcerers and Wizards, so I believe the authors were aware of this and designed them with this in mind.

The next significant section of this chapter concerns Fiendish Spheres and Other Spheres. We talked about those in length back in the Character Base Classes chapter, so no need to go over them again. But our last significant section is Optional Rules for Friends, covering a broad amount of material such as greater restrictions on the Wish spell to close up exploits (notably how casting it as a spell-like ability such as via a djinni noble or efreet can obviate the need to pay XP costs); alteration to Damage Reduction so that certain materials can overlap for DR purposes or silver weapons having no damage penalty; and why fiends would care so much about mortal souls and the Material Plane rather than the infinite amount of other planes out there. For this last one, the primary reason is that creatures on the Material Plane cannot be called or summoned against their will, and is thus a highly desirable location to take refuge from the oppressive fiendish hierarchies. The last themed essay is a detailed write-up for Planar Ally and Planar Binding, providing advice for what orders and services a summoned creature is willing to do, whether for a price or for free, and what they will never do even on threat of destruction.

Thoughts: I believe that the "can only call/summon creatures against their will on the Material Plane" is a house rule the Tomes inserted, as I don't see any such restrictions in the Core Rules on where such spells can be cast. It does provide a good explanation as to why Outsiders are so interested in the Material Plane, although one could argue that it being the highest concentration of mortal souls in most settings is another reason.

The write-ups for being more specific and restrictive on what Wish and higher-level summon spells can do can cut down on some exploits, although there are still loopholes. For example, Wishes that are free and have no XP cost include magic items costing 15,000 gold or less. But using Wish to raise the dead (even if an undead, construct, or soul is utterly destroyed) requires the expenditure of 3,000 XP. However, a Scroll of Raise Dead or Resurrection falls within the 15k or less confines of a "Free Wish," and while less powerful in that it doesn't cover the earlier parenthetical examples, it does obviate the XP cost for making such scrolls and casting such spells in the first place. This is just what I spotted, but I wouldn't be surprised if there were other such exploits out there. I do like the more detailed write-up on reasonable behavior and services for called and bound outsiders, although I feel that its wordy entry may make a lot of players go "this isn't worth it" and pass on it.

Thoughts So Far: My favorite parts of this chapter are the Easter Egg Class Features, new Necromancy spells, and the Polymorph fix. The other essays and house rules I'm more ambivalent on, with the Spheres being perhaps my least favorite on account of how I pointed out in Chapter 5 how easy they are to abuse via the "take a Sphere 3 times to gain all its spells at-will." Some of the essays are to a more personal taste, like with material components, or correctly identify a problem but cover more niche cases instead of what I see are the more common causes of said problem, like with Aasimar/Tiefling weapon proficiencies.

Join us next time as we go dungeon-delving in Chapter 13: Adventuring!
 

So I'm going to be wrapping up my review of the Frank and K Tomes soon (have 2 posts to go), so I've been interested in reviewing some more 3.5 products. I figured to ask here and other places to get a bit of a read on what people might find interesting for me to cover. I have 8 products in mind. One is technically 3 books (Key of Destiny) but would be best covered as one continuous review. I made emojis for each. Vote for the ones you'd be most interested in hearing about

🐉Dragonlance Key of Destiny Adventure Path: DL's only 3rd edition AP going from 1st to 20th level. My white whale of reviews, it was my very first reviewed product online but I stopped due to fatigue.

🦑 Elder Evils: The last 3.5 book published, a collection of world-ending threats to be BBEGs.

💀Midnight 2nd Edition Core Book: 3rd party campaign setting strongly inspired by Lord of the Rings, is basically "dark fantasy where Sauron won"

⚔️ Monte Cook Presents Iron Heroes: Actually written by Mike Mearls, it was a rules variant for imagining 3.5 as a low-magic world where the PCs were primarily amazing martial characters.

🧛‍♂️ Monte Cook’s World of Darkness: Monte Cook's world of darkness homebrew setting. As is to be expected, Mages break the game.

🕵️ Spycraft 2.0: Like D20 Modern, but better balanced and designed.

🧙 True Sorcery: Green Ronin's "build your own spells on the fly" variant magic system.

🔺 Zelda D20: A very in-depth homebrew on running games set in the worlds of the Tri-Force.
 
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I'm much more interested in adventures than a post by post review of each section of an RPG rulebook, which means the Key of Destiny Dragonlance adventure path probably would be far more interesting to me than the other ones.
 


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Chapter 13: Adventuring

This chapter is quite fluff-heavy, primarily covering dungeons, fantasy ecologies, and adventure ideas and inspirations for planar travel. We first start out with the Socialnomicon, a collection of essays discussing the normalization of violence in D&D and how that impacts society beyond adventurers and monsters. It also talks about how even in a land where raiding and empire-building are an accepted reality, there are still times where “things are taken too far.” This is most exemplified in an essay entitled…

13.1.2 Razing Hell: When Genocide is the Answer

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Sometimes in history there would come a great villain who just didn't get with the program. The Classical example is the Assyrians. Those bastards went around from city to city stacking heads in piles and levying 100% taxation and such to conquered foes. They became. . . unpopular, and eventually were destroyed as a people. That's the law of the jungle as far back as there are any records: if a group pushes things too far the rules of mercy and raiding simply stop applying. Goblins, orcs, sahuagin. . . these guys generally aren't going to cross that line. But if they do, it's OK for the gloves to come off. In fact, if some group of orcs decides to kill everyone in your village while you're out hunting so that you come home to and that you are the last survivor, other humanoids (even other Evil humanoids like gnolls) will sign up to exterminate the tribe that has crossed the line.

Cultural relativism goes pretty far in D&D. Acceptable cultural practices include some pretty over-the-top practices such as slavery, cannibalism, and human sacrifice. But genocide is still right out. That being said, some creatures simply haven't gotten with the program, and they are kill-on-sight anywhere in the civilized world or in the tribes of savage humanoids.

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Mind flayers, Kuo-Toans, and [Monster] simply do not play the same game that everyone
else is playing, mostly because their culture simply does not understand other races as having value. And that means that even other Evil races want to exterminate those peoples as a public service. Like the Assyrians, they've simply pushed their luck too far, and the local hobgoblin king will let you marry his daughter if you help wipe them out of an area.

Solitary intelligent monsters often get into the same boat as the Kuo-Toans. Since the Roper really has no society (and possibly the most obscure language in Core D&D), it's very difficult for it to understand the possible ramifications of offending pan-humanoid society. So now they've done it, and they really haven't noticed the fallout they are receiving from that decision. Ropers pretty much attack anything they see, and now everyone that sees a roper attacks them. In the D&D worlds, ropers are on the brink of extinction and it probably never even occurs to them that their heavy tendrilled dealings with the other races have pushed them to this state.

Thoughts: I dunno about you folks, but in most fantasy media I read that deals with genocide, it’s portrayed as a crime without comparison and not “the people who were genocided might have actually deserved it.”

The Thermodynaminomicon and Bionomicon talk about the ecologies and natural resources of a typical D&D world. The former talks about how consumable energy in the Underdark is heavily supplemented not just by mushrooms, but also planar portals. Tying into this is how organic material that would ordinarily become fossil fuel is instead consumed by subterranean scavengers. The latter series of articles talks a lot more about how many living creatures in D&D settings are artificially created, like chimaeras and demons who are formed from mage experiments or divine intervention, This allows for suspension of disbelief when it comes to “what role does this monster fill in nature?”

Thoughts: While not covering anything really new or groundbreaking, I find these essays a fine point to cover for the discussion of fictional ecologies and why they don’t need to make that much ecological sense.

The Empirinomicon overviews several major Underdark civilizations and their methods of government. For example, myconids rely heavily on undead and the natural growth of fungal spores to claim territory, but they can more or less coast on by with an nonaggressive foreign policy as their resources and numbers are much more easily replenishable than other Underdark civilizations. Another example is how the illithid’s most notable ability for empire-building aren’t their psionic enchantments but their natural ability to at-will Planeshift. This lets them scour brains and resources in places sufficiently far-removed enough from their actual homes to avoid retaliation they’d otherwise suffer from regularly preying on those closer to them. Interestingly, the entry on Kuo-Toas contradicts the earlier genocide essay, where it says that despite hating everyone else and hope for the world’s destruction, their society is still reliant upon trade and that the only reason the aboleth haven’t wiped them out is due to laziness.

Thoughts: The writeups are kind of standard in that they closely approximate a lot of what we know and think about when it comes to said civilizations, although there are some unique innovations I like, such as the discussion on the illithid’s strategic use of Plane Shift to focus their imperialism far from their doorstep.

The Lexiconinomicon covers languages and spellbooks. The former category discusses how making languages more “realistic” is a headache, and starts out with a condemnation of the Forgotten Realms regional languages. As to why said setting’s languages are a failure, the writers just say that anyone who has attempted to follow it can attest to, but don’t really explain why to people who might be unfamiliar with the setting. As a Realms fan, I don’t see the problem; unless it’s merely adding more languages for players and GMs to keep track of and won’t see use in play? That’s the closest thing that comes to mind.

The authors also talk about how the Common tongue isn’t a unique and distinct language of its own, but a “pidgin,” and that people who grew up speaking a pidgin pseudo-language are actually speaking what is known as a “Creole” which is a real language.

The Tomes thus proposes two options for use of languages in a D&D setting: “High Fantasy,” where there’s only 3 languages tops: Common, the Old Tongue, and the Dark Tongue. And “Remotely Realistic,” where every major culture has a “Classical” language used primarily for written text and formal occasions, and that existing magic/planar languages can serve this purpose. Additionally, that there’s no Common tongue but that “uneducated commoners will speak all kinds of crazy local tongues (Wenn, Lapp, Prussian, etc.) and you may well have to turn to magical translation or local educated characters (such as the town wizard or a local aristocrat) in order to get your point across to the Plebes.”

The spellbook section talks about how it’s not very hard for wizards to learn spells from other peoples’ spellbooks, and that taking away spellbooks may as well be a death knell to the victimized mage. So wizards who actually want to safeguard their spells from others make use of the Secret Page spell to make the contents of their spellbooks look like something else, and also create copies of spellbooks via Fabricate and the Wish Economy. In the latter case, high-level wizards can give out copies of spellbooks to apprentices at virtually no cost to themselves. There’s also a decent-length essay on rules exploits for wizards to learn divine spells:

As written, a Wizard can learn a spell from any spellbook page or scroll she has deciphered. Deciphering a page or scroll is a spellcraft check that, among other things, tells you whether it is arcane or divine. That means that under the rules as written, a Wizard can take Cleric Scrolls and copy them into her spellbook and then they become Wizard spells of the same level. Honestly. . . most DMs will not let you do that even though the PHB is extremely specific that that is exactly what you can do. But if it's really important to you to learn Cleric spells, you still can.

Many DMs put in the additional restriction that to learn a spell it must be Arcane, or even that it must be a Sor/Wiz spell. That's actually fine, because the world of D&D includes Nagas, who cast Cleric spells as Sorcerer spells. They can make scrolls (or you can make a scroll with a Naga), and then you can learn those precious Cleric spells if you really care. Chances are, though, that you don't care. Clerics are much better than Wizards in every single aspect of their characters except in their spell-list. And while there are certainly some gems on the Cleric list as far as spells go, chances are if you wanted to build a character who casts those spells you'd be better off having been a Cleric in the first place. Have better hit points, Saves, and BAB. So while learning Cleric spells is probably a pretty stupid goal, it is definitely achievable no matter how strict your DM is.

The first paragraph is actually a legitimate rules exploit, although it was closed up in the 3.5 Rules Compendium. As that was published near the end of that Edition’s lifespan so might be too little, too late. Regarding the naga exploit and the bolded, this is seriously underestimating the power of the DM saying the word “no.” Or even something along the lines of never having the party encounter a naga while adventuring, and they cannot be summoned by spells for they are Aberrations and not Outsiders.

Thoughts: I don’t like either of the variants for languages. The first is way too simple for my liking, and the latter both smacks of “stupid Dung Ages peasants” elitism and doesn’t really add anything to the average D&D campaign. The spellbook essay on wizards using Secret Page and Fabricate to create backups is innovative, although the naga exploit feels like too many words spent just to say “if you befriend a naga NPC, then they can teach your wizard how to cast cleric spells.” And framing it more as a stupid idea that is technically within the rules rather than a cool potential plot idea is missed potential in my humble opinion.

High Adventure in the Lower/Elemental Planes discusses how 3.5 has the expectation that other planes of existence are only suitable for 9th level and higher PCs to explore, but that there are Outsiders and inhabitants that range the Challenge Rating spectrum and that low-level adventures should also be viable. The authors acknowledge that existing planar adventures are weighed heavily in favor of high-level play, so the Tomes focuses on low-level play. Each of the 7 Lower Planes are written up with two Campaign Seeds and 10 adventure ideas* for low, middle, and high levels each. There’s an awful lot of variety here, such as frontier towns in the Nine Hells that feel like a Fantasy Old Western or scavenger-merchants-turned-warlord empire-building in Acheron.

*A lot are less like proper adventures and more like individual encounters or vague descriptive flavor text for the DM to make something sensible.

Thoughts: This is the most memorable and enduring part of the Tomes for me, alongside the Fighter class and alignment essays. It even served as an inspiration for a homebrew of my own back in the day. If I had to recommend anyone take anything from the Tomes for their home campaigns, this section would be it.

To Rule in Hell and Rulership of the Lower Planes are technically two separate entries, but more or less cover the same territory. The former entry is very short, claiming that there’s inconsistency in how archfiends have been described in D&D. Three options are presented: that they’re actually gods in their own right, that they aren’t unique beings but actually titles where their usurpers actually become them, and the last being the fact that they’re merely high-level adventurers. The latter bolded entry provides the skeleton of a domain management system for PCs who take control of territories in fiendish realms, covering common resources such as planar portals, veins of “minable” souls, and specific types of architectural styles for city-building and their game effects. For example, Serpentine Labyrinths halve the movement rate of non-citizens moving through the city, while Spired cities only make flying possible for those with Good or better maneuverability.

Thoughts: I’m not vibing with these entries. The domain management stuff is incomplete, and while the divine status (or lack thereof) of archfiends has been wishy-washy, I don’t really like the Tomes’ proposed alternatives. Having the archfiends actually be high-level immortal adventurers actually feels kind of lame. It might make sense for Fraz-Urb'luu who is literally titled the Demon Prince of Deception, but I imagine that most players would be let down if they found out that Orcus was “just a 20th-level necromancer.”

The Constructanomicon is the final series of essays for this chapter. It claims that in real life the construction of sprawling subterranean complexes is impractical, so D&D dungeons need a more fantastical practical purpose to be built by non-Underdark civilizations. In short, anything covered by at least 40 feet of solid, continuous material is immune to extreme and unlimited spells such as the infamous Scry and Die tactic. While one could use such spells within a dungeon in most circumstances, using the spells to do something such as entirely bypassing the front gate to the final room is not. This security feature can still be bypassed by permanent effects such as Teleportation Circles. Castles and above-ground structures can still be secured, such as deploying the spells Mirage Arcana and Dimensional Lock to hide features and prevent extraplanar transportation. We also get discussion on the ideal use of traps, such as not placing them in areas that will make them inconvenient to navigate for the dungeon inhabitants once sprung. Or putting them in places that are “plausible” rather than being totally random or out of theme for the dungeon, such as a locked treasure vault having a lethal trap as its primary defense or a faerie home having illusory false passages to confuse intruders.

The section (and chapter) ends with 4 sample dungeons: a Hellish library that is intentionally designed to be bureaucratically confusing, the Tomb of Iuchiban from the Rokugan setting, an archmage’s garden that is populated entirely by their Simulacrums, and an elaborate series of mining tunnels contested by dwarves, kobolds, and aboleth slaves, with the former two groups having put aside their differences to fight the psionic fishes' forces.

Thoughts: Scry and die is a well-known tactic in 3.5, and commonly regarded as cheap. Most gamers aware of it typically abide by a gentleman’s agreement not to deploy such tactics, or the DM comes up with MacGuffins for their antagonists that prevent such shenanigans. Making it so that dungeons are the cheapest and most common means of guarding against such spells is pretty clever and plausible from a world-building perspective.

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Chapter 14: Monsters

Image Taken from the 2025 Monster Manual

The final chapter of the Tomes proper, this section focuses entirely on undead and doesn’t have outright new monsters so much as alterations to existing ones. We already talked about PC versions of popular undead types back in Chapter 5 and the mechanical effects of Tombs in Chapter 12, so this chapter will be much shorter than usual. Primarily we’ll cover Locations of Necromantic Importance: Necromantic Intelligence, where if enough living creatures part of an ecosystem become undead (such as entire forests) the very land itself gains a malign sentience, and has a “heart” known as a Focus which if cleansed will destroy it; Forsaken Graveyards, the sites of mass killings where corpses here are more likely to become undead and have more Hit Points and Turn resistance; Pools of Deep Shadow, which is basically an essay on how Shadows don’t overrun the typical D&D world because they’re actually summoned creatures from the Negative Energy Plane via such Pools and thus are limited in how far they can go and how long they can remain on the Material Plane; and Finality, a planar metropolis on Acheron that is the lower planes’ primary trade hub for mortal souls.

Undead Monsters discusses how common undead types such as skeletons operate in the two models of Crawling Darkness and Playing with Fire covered way back in the first post’s alignment essays. But the meat of this entry is covering just about every undead creature from official non-core 3.5 sourcebooks and how they interface with the undead-centric feats way back in Chapter 6. Namely, it details prerequisites for the creator, such as minimum character level, skill/spell knowledge, and more specific stuff such as Bloodfiends requiring the sacrifice of a CR 8 or higher demon.

Thoughts: The necromantic locations serve as neat-sounding adventure fodder. The detailed entry on undead creation at the end is a useful addition for necromancer PCs who want something more powerful than Skeletons and Zombies and longer-lasting than the monsters from Summon Undead I-IX.

Thoughts So Far: Fiends and Undead are Frank and Keith’s stock in trade, and when they’re writing about such material they’re at their best. As I said before, I found their lower-level adventure hooks for the planes of existence to be inspiring and perhaps the best parts of the Tomes. The more generic adventuring/dungeon material in these chapters veers from the neat (dungeons serving as safe bastions against Scry and Die) to the ho-hum (much ado about language and the nature of archfiends).

Normally, this would be the end of the Tomes proper. However, the Tomes were an unfinished project, so there’s still some material out there which got heavy writeups but were never truly finalized. Case in point, the Book of Gears, which takes a look at 3.5’s experience point system, crafting rules, traps, and how the Tomes would redesign them.

Join us next time as we finish this review with the Book of Gears and Community Material!
 
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The Book of Gears

This pseudo-chapter follows the earlier Tome formats in being collected essays about the mechanics and world-building of D&D 3.5. The topics of focus mainly concern character advancement, gold and treasure, and other subjects of material substance such as traps and constructs.

We first start off with Character Advancement: Power and Wealth, which discusses how experience points are a flawed concept because they encourage anti-climactic grindy behavior:

No one wants to hear about the time you threw a cloud kill into a Satyr tavern and then teleported home so that you could try out the new spells that appeared in your book because you just dinged to 10th level. That's a story that is dumb, and the current rules pretty much expect you to do it over and over again. If we're going to have a rational system for magic items, we can't have it work that way.

This is a bit of a strawman; leveling up is typically not done right in the middle of a session, and the "kill everyone in a tavern" veers close to murderhobo stuff and is usually part of a "let's not make evil-aligned characters" that are a common social contract.

Moving on, the authors outline their primary design goals and solutions: eliminating wealth by level and encounter-based experience points. For the latter, they provide four alternative means of advancement: "serial heroism" where PCs only ever play at one level or a narrow range of power, another where PCs don't gain levels but instead gain major magic items as power advancement, a third where PCs level up every session, and the fourth which is…well it doesn't sound like a solution so much as a complaint.

Attenuating Advancement: Diminished Returns.
"You youngsters have no concept of how difficult it was to get the Doom Glaive."

If one considers advancement at face value: a direct method to prevent adventuring from becoming "stale", then it is entirely reasonable to question its inclusion in the game at all. After all, a sixth level party could very plausibly encounter a manticore, a summoning ooze, a dragon, a war party of ogres, a troll, an evil wizard, a dinosaur, a nymph, a mud salad, a nerra facechanger, a medusa, a circle of myconid, a cathedral protected by a stained glass golem, a cadre of yak folk, an infestation of ash rats, a room full of hammerers, a spawn of Kyuss, or a dreadful cleric with some orcish minions. Or whatever. The point is, you could very plausibly face different opposition every week until half the players move out of town before you ever run out of monsters to fight. The staleness then comes not at the hands of the players in any case, but for the DM. After all, once the DM has thrown the adventure where an ancient cathedral of Pelor has been taken over by an evil group of Yak Folk who have bound a Janni and forced her to tell them the secret password that allows them to break into the inner cloister without having the stained glass tear itself out of the wall and attack them in order to conduct a foul ritual to transform the daughter of the old king into a medusa and set up some zombie ogres to protect themselves while the mighty ritual commences, that leaves some of the DM's favorite monsters used up out of that level. More importantly however, the players are presenting essentially the same skill set so long as their skill set doesn't change, meaning that the DM can become bored finding challenges for the PCs unless the PCs demonstrably change over time.
Be that as it may, the fact is that higher level characters with more magical swag have more abilities than do lower level characters and quite definitely present a face to team monster with more attachments on their Swiss Army knives.

Run-on sentences make my eyes itch.

Thoughts: I understand how the concept of experience points, which are mostly gained via combat, can be counterintuitive to a lot of classic fantasy adventures. I personally feel that these essays and solutions are too wordy yet also simplistic. Is it that hard to just go "you level up at the speed of plot?" Or maybe something akin to World of Darkness, where "you level up via Accomplishments, and you gain Accomplishments via in-game actions such as defeating a major foe or resolving a personal quest?"

As for eliminating Wealth by Level, the Wish economy already kind of does this by locking 15k+ magic items behind stuff that can't be bought with gold. But I find the explanation given to be flawed:

This hurts a lot of people, but it's true. If you can turn a pile of silver into increases to your natural armor bonus, the setting is going to be destroyed. Quite literally, and with crowbars. Fantasy settings are filled with bridges made of opal and castles faced with blue ice that sty forever cold and stuff. This fantastic scenery is awesome, and it contributes to the feel of fantasy that should permeate the cooperative stories we tell within a D&D game. If player character power is determined by wealth" in any directly measurable fashion, you can bank on PCs ripping all the expensive facing off the castles they conquer - and then we all lose.

See, it's pragmatic and even sort of reasonable to rip the marble off the Great Pyramid at Giza and use it to build fancy houses in Cairo. But for all the future generations, it sucks. There really is a correlation here: if we don't allow people to trade blocks of marble for extra spells per day and more powerfully magical swords, then people will leave our pyramids alone. Otherwise, future generations will look at another unfaced ziggurat and wonder what wonders the ancient battlefields possessed before vandals came and destroyed our fantasy world.

Thoughts: Remember the "Rules as a physics engine" mantra I touched upon in the OP? The above quote primarily covers PC behavior, but there's still going to be NPCs in the world who never interact with the Wish Economy. Who still have their own incentives to adventure and delve into risky dungeons. Pyramid marble may not net you a Holy Avenger, but they can help feed your family, or buy Potions of Remove Disease or Restoration. The Tomes offer a solution, but that solution only goes so far in regards to consistent world-building.

The next essay is for Crafting, and is practically incomplete besides giving out a list of nerfs to the Craft skill. However, the starting paragraph on Crafting is particularly poignant and what I will be focusing on:

A.3.1 Why a Revision to the Crafting Rules?

An overhaul to the Craft rules may sound fairly unbalancing, as the current Craft rules were created to prevent characters from making a lot of money and potentially destabilizing their games with an influx of magic items.

Unfortunately, like Level Allowance, the heavy nerfing to Crafting resulted in a lot of characters simply becoming unviable, a lot of very dumb things happening all around, and it still doesn't actually stop characters from breaking the game if they really want to. If the party is made out of Elves, they can simply set a single skill rank on fire and announce that they're going to spend 100 years farming, making trained Profession (Farmer) checks every week. That'll get them about 6 gp a week for the next 5,200 weeks for a total of 31,200 gp at 1st level before they even start adventuring. And as elves, they can honestly just spend 200 years farming or spend some real skill ranks on that to get even more money.

Oh boy, do I have Thoughts on this one!

This is perhaps one of the more infamous statements of Frank and Keith, but I actually like it. I like it because it is perhaps the most succinct means of understanding the game design philosophy of Frank Trollman and Keith Kaczmarek, and by extension much of the Gaming Den.

In 99% of gaming tables, this situation would be handled via an out-of-game social contract. It's quite clear that the players aren't interested in going on adventures and want to play tabletop Stardew Valley instead. But the Tome Authors phrase this not as a problem of different expectations or what happens when players don't want to play the DM's game, but a fault of the game system itself. This ties back to Rule #1 covered in my OP: "Game mechanics must be followed to the letter, irrespective of the spirit of the rules." Presuming that the Dungeon Master has no choice but to go along ties into Rule #3, "Favoritism of players in the social contract." Ironically it contradicts Rule #4, "Avoidance of Magical Tea Party," for players going off to endlessly roll Profession Farmer checks for a century without anything of substance happening is doing a lot of heavy lifting of everything going exactly as planned for the PCs.

It also ties into Rule #5, "Rules as a physics engine," where the game continues outside of gameplay. No rational gaming group would let a player go "hold on, let me roll the dice 5,000+ times to see how much money I make" during an actual session. Much less have a player be taken seriously if they say "trust me bro, I legitimately got 31k of gold by endlessly rolling before our first session, pinky promise!" The statement of "still doesn't actually stop characters from breaking the game if they want to" is a clear example of Rule #7, "Anti-social behavior should be dealt with in-game and not out of-out-character," by laying the blame at D&D's crafting subsystem rather than players clearly uninterested in playing D&D.

It also prominently showcases Rule #6, Selective Realism, for all that gold isn't just going to sit around, especially by farmers in a feudal society. What about taxes, upkeep, livestock, etc? The Tome authors presume that these elf farmers didn't spend a single copper piece on living expenses in all that time.

Outside of the Gaming Den, such an example would be viewed as ludicrous. It was even made fun of in places. But inside the Den, nobody really did so to my knowledge. If this was my first exposure to the Tomes and their authors, I'd come away with the conclusion that its writers haven't actually played Dungeons & Dragons, or any tabletop games at all for that matter, as it's such an absurd strawman.

But the funniest thing of all is that the quoted hypothetical isn't even a weakness of the crafting system. Frank and Keith are talking about Profession, a different skill entirely!

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The next series of essays concerns traps, entitled Dangerous Locations: When the Floor has a CR. There's a lot of talk about how traps should be treated as a pseudo-opponent by incorporating them into "encounters per day" setups. There's also a list of common trap triggers, and a very liberal interpretation of the Disable Device skill:

So what counts as a device? Well. . . everything. Every mechanical or magical effect is a device. A wall of force is a device as is a giant stone block that is set to fall down on a foolish intruder who breaks a trip wire. A character with sufficient Disable Device can successfully turn off any magical effect or prevent virtually any cause and effect chain from occurring. You can stop an avalanche (DC 15) even after it has begun (DC 35). You can remove any permanent magic effect, even curses like cause blindness (DC 32). What you can't do is disable instantaneous effects. Flesh to stone, therefore, is out of bounds for disabling, as is wall of stone. Sorry, once an instantaneous effect has gone off, there's nothing left to disable.

How does that work? I have no frickin idea. Rogues, Thief Acrobats, Ninjas, and Gadgeteers are capable of simply turning off geas and there's no physical explanation for how it is that they do it. The fact is that most of the devices in D&D are beyond my understanding. I don't know how a symbol of death works, I don't know how the magical energies stay in place for weeks or years until activated, so I don't know how a Ninja goes about making those magical energies dissipate harmlessly without entering the kill zone. I do know that he can do it, and if required I can make something up that sounds cool. That's a DM's job, after all.

Thoughts: I find it hilarious that the authors take such a broad interpretation of trap-disabling that it effectively becomes a magical superpower, but can't even think of what the effect would look like flavor-wise in-universe.

The next essay is mostly complaining about the vague wording of Illusion magic in D&D, but the several sets of essays that have actual solutions primarily concern Magic Items. Notably the authors make several changes, such as an 8 item limit for magic items with constant effects to avoid the Magic Item Christmas Tree effect, and also eliminating static bonuses which instead are based on character level. Therefore, a low-level PC wearing a Ring of Protection will have that item's AC bonus increase with them in level, rather than forcing them to give it up and swap it out for another like it's clothing going out of style. For more specific enhancement effects, these are divided into Lesser, Moderate, and Greater Qualities, although the list is extremely incomplete in comparison to what's available in base 3.5.

Treasure and the World primarily concerns valuable stuff for adventurers that aren't magic items. It mostly goes in-depth into the three Economics (Turnip, Gold, & Wish), but also presents a new treasure type: Books. Books can be compiled into a Library, and if you have enough books on a particular subject (doesn't say how many) then you can take 20 on relevant Knowledge checks. And books pertaining to specific subjects can be studied in an hour and let a character make a Knowledge check even if they are untrained. It says that books can be used to make checks with lower DCs, but no examples are given. We do get a table of 100 books with titles sounding like stuff you'd find in a D&D setting, such as Book of the Wars of Pelor or Fairy Courts: Sun and Shadow.

Thoughts:
Books as treasure is a very cool concept; even more so having said books provide a tangible in-game benefit. I wish more D&D-alike RPGs did this kind of thing. 2024 5e now has something like this, where Books are now PHB equipment that can grant +5 on a relevant knowledge-based skill check.

As for the Three (or so) Economies, they're generally much wordier essays on the overviews I gave them in my Chapter 8 post, such as talking about the average caloric intake of a feudal Japanese farmer. Or that most magic item crafters in the Gold economy only make more expensive magic items for non-monetary reasons, as it's more financially viable to make a bunch of cheaper to produce magic items and sell those instead.

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Image is a Robo-Scorpion from Fallout: New Vegas.

Created Monsters: Forged and Bred
is the final section of the Book of Gears, mostly talking about Construct monsters. We first start out with an essay on how Vermin in D&D settings aren't actually natural animals because their stat blocks don't adhere to real-world biology:

Ants track by smell and follow trails left by other ants and bees see deep into the ultraviolet spectrum and perceive a beautiful tapestry of gorgeous colors that escape the eye of the man and the mouse. And when dealing with Vermin type creatures that all means precisely nothing, because Vermin in D&D don't do any of that. It's not because the scent ability was left off the Monstrous Ant description, it's because the Ant described in the Monster Manual genuinely doesn't have a good sense of smell. It does have Darkvision out to 60 feet like an outsider or a Construct, and that's not an accident either despite the fact that Earthly ants really demonstrably don't do that regardless of size.

The Monstrous Scorpion isn't a super sized scorpion at all. It has a set of abilities which are on the face of it completely bizarre from the context of what actual scorpions do, because it's actually a living construct created by a long fallen empire for use in war. That's why it's immune to hallucinatory poisons and can see in perfect darkness.

It's actually created from biomass by powerful magic and not by the interaction of natural and magical mutation across a thousand generations and a harsh selection process hastened by unpredictable climate and predation by manticores.

There's more to the entry than this, notably talking about hooks for who made the vermin or using alchemy to brew scents to effectively give them orders. But I wanted to focus on the quoted section due to my thoughts below.

Thoughts: The quoted entry is a stellar example of not only Selective Realism, but another favorite of the Tomes: unintended world-building consequences!

For you see, Vermin don't just cover giant and "monstrous" versions of bugs and insects, but also mundane varieties as well. A Locust Swarm is of the Vermin type. You know, the kind you summon with Insect Plague?

By applying this universal change, the Tomes effectively made it so that the most common type of animal in Material Plane ecosystems never need to eat, sleep, or breath. And since they're artificial, that brings the inevitable question of whether or not they are digestible by their common predators such as the ant-eater.

Look, I get it. Frank and Keith know a thing or two about ants, so when they see something in an RPG that brushes up against their suspension of disbelief regarding ants, they want to rework it in a way that feels more plausible to them. But the thing is, most tabletop game designers aren't zoologists, so there's inevitably going to be these kinds of errors. For instance, gorillas in real life cannot swim due to their physiology, but in 3.5 their high Strength scores and the low DC to swim even in rough water makes the opposite true. That doesn't mean that we need to turn all apes in a setting into robots,* but it does show the impracticality of Frank and K's design. If we really want to be consistent regarding bugs in D&D, we'll now have to think about and rework the entire animal kingdom and agriculture, especially given that farmers can't use poison anymore to deal with insect infestations!

*unless we really want to for a cool adventure!

The next sections concern a rework of Constructs as a creature type: the most notable changes are that ones built by characters to follow them around count as a bonded item for the 8 Item Limit, and also Constructs can be affected by Necromancy spells via plausible-sounding explanations. For instance, using Magic Jar to bind a soul into a mobile statue, or using ability damage to slow down a construct made of lumber. We also get a new stat block for Simulacrums, which are CR 3 monsters who mostly specialize in social skills and fight with Glamerswords which are identical to longswords, and their only feat is Impersonation which doesn't appear in this book at all. Our final entry talks about Modrons, and how the authors feel that they are a great representation of Law. The Modrons have a Big Plan, but the right hand doesn't know what the left hand is doing. Lower-ranking Modrons are purposefully kept in the dark and only ever informed and taught enough for their assigned tasks and nothing more. This makes Modrons very efficient in certain circumstances, but also very exploitable.

Thoughts: I presume that the Simulacrum spell is intended to be much lower level, as a CR 3 entity for a 7th level spell slot is rather unimpressive. I feel that making Constructs vulnerable to Necromancy spells opens up a can of worms for unintended consequences. What happens when you animate the corpse of an Iron Golem? They're still immune to conventional poison and disease, so this doesn't close up the "insecticides don't work in Tome D&D" flaw that I pointed out earlier.

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Community Material

Tudor Town Square by Ferdinand Ladera

At a mere 5 pages, this Appendix covers a rework to the skill rules, with a sidebar mentioning that they're made redundant with the skill bonuses from magic items in the Book of Gears. It mainly goes over 3.5's weak spots, such as how certain skills are intrinsically more valuable than others and how easy it is to break the RNG with even moderate optimization. The solutions aren't a wholesale rework, instead looking over individual skills and rebalancing them. For example, Diplomacy checks are now opposed by the influenced party rolling d20 + character level + Wisdom modifier, and their current attitude imposes a modifier against the Diplomancer's roll. Or how Sleight of Hand can be used to draw and sheathe weapons more quickly and without provoking opportunity attacks.

Thoughts: I don't really have any strong thoughts on the skill reworks, to be honest.

Thoughts So Far: While the Book of Gears is technically incomplete, it was posted for general use and is meant to be applicable with the rest of the Tomes. And the material within is still worthy of being covered and criticized. In an odd way, the Frank and K Tomes ending here was probably for the best, for I noticed an observable downgrade in quality. Their essays felt wordier and rantier but didn't have as much in the way of solutions, like with covering Illusion's shortcomings. Then there's that Elf Farmer pseudo-problem, or the Birds Aren't Real but for insects, which creates a whole new set of suspension of disbelief-breaking problems that it was originally supposed to solve.

I think that the Tomes ending on a high note helped cement the authors' 15 minutes of fame in the D&D optimization community. If they continued working, I fear we would've gotten the 3.5 version of the Bane Guard, and nobody wants to see that!

Final Thoughts: The Tomes aren't just a collection of house rules to patch up holes in the foundation of 3rd Edition, they're an explicit mission call into ramping up the "rules as physics" interpretation of 3.5 by carrying the system mechanics to their logical conclusions. As a hobbyist world-builder, I like this kind of stuff: I made a project that lasted nearly a year all about how a nation of D&D monsters would apply their natural abilities and talents into economic power. Or doing homebrew of alternate Dragonlance timelines, like how widespread teaching of wizardry would be best leveraged in daily life beyond adventuring. So you'd think that something like the Frank & K Tomes would be just my jam.

But they're not. When I first ran a game with the Tomes way back when, it went fine. I liked several of the various house rules and new content, but it wasn't a major change to how I played 3.5 like Tome of Battle did for martial characters. Or when it came to innovative interpretations of the kind of world the 3.5 system could create, like for Eberron and Ptolus. It didn't even rank as one of my all-time favorite pieces of content for said Edition.

I didn't have a bad time, but I was still quite let down since the authors and Gaming Den really hyped it up. Not only that, but when you spend much of your free time engaging in histrionics tearing down the work of everyone else, you're actually holding yourself to nigh-impossible standards. To one of the Tome authors, Eberron isn't just a missed opportunity, it's a "basic failure of a setting" that isn't any different than generic fantasy such as the Forgotten Realms. Apocalypse World isn't just a game with a core resolution mechanic that's too broad and vague, its creators are disgusting people* encouraging players to sexually harass others at the table via Sex Moves. Richard Thomas of Onyx Path Publishing is an exploitative one-man-operation profiting off of desperate fans, but is also somehow bad for continuing to publish books so that his employees can maintain steady jobs.**

*For context, the poster silva is a big fan of Apocalypse World engine games and praised them frequently on the Gaming Den. This caused much of the forum to hate him.

**And according to one RPGnet poster, the linked review got basic facts wrong about both Exalted and its publishing company.

If one is continuously insistent that wide swathes of well-regarded and popular games and their creators are hopelessly untalented or even morally repugnant, people are going to expect you as a critic to be free of the very flaws you point out in others when engaging in your own game design. While these examples primarily use Frank, Keith still seemed fine associating with him to the very end via the linked 2019 Exalted review, so I can't help but feel there's a certain level of silent endorsement from him as well.

Beyond just the past several posts' worth of criticisms on my front, I think one of the major problems with the Tomes boils down to the fact that Frank Trollman and Keith Kaczmarek strike me as fundamentally incurious people. The authors find a flaw in the game system or the fantasy world-building and offer up a solution, but frequently fail to build upon its larger implications in both actual gameplay crunch and worldbuilding fluff. Much of their game design begins and ends at "this is a dumb rule, here's how I'd do it" before moving on to the next thing. They switch the old gears out for fancy new ones, but don't give it a spin to see how the rest of the cogs start moving. It's how you can end up spending dozens of pages complaining about D&D's wonky monetary system while also saying that economics is pseudoscience. Or acknowledge that gamers get really upset and game tables break up over the ethics of killing monster children, and then say that it's actually unimportant without explaining why. The various character options are littered with powers that can significantly alter not just adventurer resource management, but can also be used to change the average setting's standard of living beyond the personal level. But such innovations are cast down by the Tomes as projects inevitable to fail, for the Great Men of History haven't yet written the philosophical treatises to uplift society from the Dung Ages. As though D&D's many settings weren't already full of super-intelligent beings possessed of altruistic visions spanning multiple lifetimes, ones who are just one Contact Outer Plane or Commune spell away from communicating with mortals. Much less have adventures and tales ripe for PCs who very much could rise to be those Great Men.

I get the feeling that Frank and Keith look at immersive video game RPGs such as Skyrim or the immense world-building in Tolkien, and feel that D&D can be so much more than a string of dungeon-crawls and fight scenes. But they don't care to understand why real or fictional people might act the way they act, or can have different viewpoints and opinions than their own perspectives without being bad-faith or unintelligent. To me, this results in the Tomes being something less like an Elder Scrolls game and more like Minecraft: an expansive and beautiful, yet flat and surface-level theme park ride with huge, intricate monuments of builds and rules crunch. But then you see the villagers walking around, and realize that they feel off and the limits of their interaction are making Squidward sighs and trading turnips for priceless emeralds. And they don't even have the facsimile of talking about sweet rolls or why they gave up on adventuring!

Just like how Frank and Keith's own Selective Realism can't sustain the idea of insects with darkvision or material components being in-jokes, I can't sustain the idea of a world whose people just can't possibly grok fiat currency without also conceiving of nation-states. Or ambitious PCs not using their personal power and resources to give better lives to the commoners and enact social change because "feudal people are dumb and republicanism doesn't exist yet." It is an ultimately subjective taste, yes, but it also speaks to how the Tomes were never going to be an all-in-one fix to 3.5, for even fans of the same game can end up wanting very things in what direction their desired system changes should go.

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The Tome Fandom: a Postmortem Analysis

Image is Plague Doctor by Kozlik Kristian

So, how successful were the Tomes in their mission statement? Well, that's entirely subjective, for the Tomes were correct in identifying the symptoms of many problems in 3rd Edition. However, many of its proposed fixes end up opening other holes in the vessel, so it really comes down to what broken aspects the reader is willing to tolerate. There's also the fact that the Tomes weren't written for a general audience: it was written first and foremost by Character Optimizers who sought to manage the game around a tier of play that most players did not find of interest. Planar Binding efreet to gain the most powerful spell in the game extra-early is a neat exploit, and makes for a novel world-building thought experiment like the Tippyverse. But like the Tippyverse, many people wouldn't want it to be the standard expectation for a D&D game. There's also the fact that several consistent problems permeate the Tomes, such as the authors expecting readers to understand and agree with them for more vague and subjective things, or the lack of DMing advice for rebalancing encounters for Tome PCs. This makes the content not very user-friendly as a set of house rules.

I've seen people attribute the Tome's fading popularity in the wider D&D fandom as being part of its unfinished status, the behavior of its authors, or the fandom's self-isolating nature. But I believe that these explanations miss the forest for the trees, for I've seen other ttrpgs with such problems yet still survive. The fading I believe can be attributed to the inability of sustained positivity and engagement within the fanbase.

While even the Gaming Denizens are aware of their acerbic nature in the wider tabletop fandom, one would think that they would wish to engage with the rest of the hobby in order to spread awareness of the homebrew they exalt. Trollman and Kaczmarek are perfectly fine with others building upon their rules, and deliberately kept the Tomes free in order to reach as wide an audience as possible, so there's no difficulties in finances or production. To hear many of their forum regulars, one would get the sense that they're a light in the darkness of the tabletop fandom: the Tomes are an unfinished yet workable version of Dungeons & Dragons in a sea of failure, with the majority of gamers unknowing or willfully ignorant to content themselves with inferior-quality games. The Gaming Den aren't the only highly opinionated nerd communities in town, but even then such groups usually spend a significant amount of time talking about, playing, and developing the games they like. So what about the Den?

The last revision of the Tomes were in 2010, but the Gaming Den forums persisted on as a community for about a decade before falling apart at the seams due to political infighting. But in all that time, they spent much more energy on talking about other games than the Tomes, usually to snark and mock but with some rare moments of positivity. And while the Tomes themselves had homebrew contributions, there was overall a distinct lack of…energy. There were no real attempts to reach outside the community and showcase the work's high points, nor was there a push to "prettify" the series with artwork and fancy formatting, nor to host Actual Play sessions on social media, streaming services, or convention events of what a Tome session looks like. If the Gaming Den truly believed that Trollman and Kaczmarek were the next Greg Stafford or Mike Pondsmith,* they would be putting in the effort to showcase this to the masses. Their enthusiastic discussion of the Tomes and related homebrew should be on par with, if not outweigh, the many, many threads complaining about "failed designs" and "terrible game mechanics" over the years.

*And probably exceed them, given the Den's contempt for the vast majority of tabletop.

It's one thing to have snooty opinions towards more "juvenile" RPGs. Lord knows one could make all sorts of White Wolf jokes about this attitude! But Vampire and Exalted fans are passionate about their favorite RPGs, and taking a peek into their online and offline fan communities can see a thriving scene of continual discussion and engagement by creators and fans alike who keep their games going strong even between long periods of unpublished material.

I did not see this in the Tome fandom's middle and later years. Enthusiasm for the series seems to have dried up a long time ago, even when its authors were still regular posters. Go on over to the In the Trenches subforum on the Gaming Den, which hosts their Actual Plays and Looking For Group threads. You'll see the first several pages dominated by non-Tome games, with Tome games evaporating past 2016. While there were attempts to finish the Tomes by other posters, such projects never got going for various reasons.

But what is most tragic is that the Gaming Den's metaphorical raising of the drawbridge is that they let much of the rest of the tabletop industry pass them by. Many problems of D&D pointed out in the Tome series and the broader critical analysis sphere have since been solved and standardized: 4th and 5th Edition defanged alignment of its mechanical focus, making it easier than ever to treat it as a rarely-thought of background element. The Pathfinder designers, one of whom once claimed Linear Warriors Quadratic Wizards was the fault of the players and not the system, have since realized these balance issues and made a 2nd Edition that rewards tactical gameplay and appeals to robust character creation options while giving each class a distinct role and place at the table. The increasing acceptance of X-cards, lines and veils, and Session 0 have been indispensable in rooting out problem players and power-tripping DMs, allowing gamers better tools than the Den's failed tactics of "how can we alter the rules to prevent the DM's abuse of authority?"

In a less negative space, they might take solace in the fact that D&D and the wider tabletop fandom has made steps towards a vision closer to theirs. But in their anger they could not see this, or at least didn't wish to acknowledge it. They thought that the world outside their walls and moat is a desolate land, when in reality the rest of the gaming world is lush and thriving.
 
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