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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Magic of Eberron - any good?
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<blockquote data-quote="Graf" data-source="post: 2728076" data-attributes="member: 3087"><p>Its decent. Its good for three people: Artificers, people who want psionics to be able to do everything as well as magic and (oddly enough) people who want to add a touch of magic to a non-spellcasting character.</p><p>Its also a good DM book with lots of ideas for characters and adventures. But it's very weak on having some sort of coherent view of magic or being anything other than a bunch of modules you can haphazardly stick into your game.</p><p></p><p>Some of the modules are very cool but at the end its really just a grab-bag.</p><p>The elemental stuff is very strong, so are the monster chapters and the item chapters (artificer oriented). Everything else isn't really much to write home about.</p><p></p><p>The first chapter which was heavy on fluff and acted as a great idea generator and organizer (what is Dakyr magic...explanation followed by you can model it using this item these creatures and these spells from pages x,y,z). It is by far the strongest chapter.</p><p></p><p>The book itself sufferes a bit from being written by too many hands and having a weak editor. At one point it talks about Warforged body's decaying with age etc. The Psiforged feat is absurdly, awesomely powerful (i.e. broken). Almost all of the psionics stuff is "you can do this eberron magic thing exactly the same way with psionics!" instead of developing new psionic ideas, etc.</p><p></p><p>There is -no- divine magic componet at all that I recall. Deliberate or not it continues a trend from the Eberron book (where gods & religions only took up a page or two).</p></blockquote><p></p>
[QUOTE="Graf, post: 2728076, member: 3087"] Its decent. Its good for three people: Artificers, people who want psionics to be able to do everything as well as magic and (oddly enough) people who want to add a touch of magic to a non-spellcasting character. Its also a good DM book with lots of ideas for characters and adventures. But it's very weak on having some sort of coherent view of magic or being anything other than a bunch of modules you can haphazardly stick into your game. Some of the modules are very cool but at the end its really just a grab-bag. The elemental stuff is very strong, so are the monster chapters and the item chapters (artificer oriented). Everything else isn't really much to write home about. The first chapter which was heavy on fluff and acted as a great idea generator and organizer (what is Dakyr magic...explanation followed by you can model it using this item these creatures and these spells from pages x,y,z). It is by far the strongest chapter. The book itself sufferes a bit from being written by too many hands and having a weak editor. At one point it talks about Warforged body's decaying with age etc. The Psiforged feat is absurdly, awesomely powerful (i.e. broken). Almost all of the psionics stuff is "you can do this eberron magic thing exactly the same way with psionics!" instead of developing new psionic ideas, etc. There is -no- divine magic componet at all that I recall. Deliberate or not it continues a trend from the Eberron book (where gods & religions only took up a page or two). [/QUOTE]
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