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Manual of the Planes
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009274" data-attributes="member: 18387"><p>This review is for the Manual of the Planes by Jeff Grubb, Bruce Cordell, and David Noonan. Published by Wizards of the Coast, this is the first real self-contained reference on the planes since the 1st ed. Dungeons & Dragons book of the same name. This new version for the 3rd ed. Dungeons & Dragons rules is filled with all manner of valuable information to expand your campaign through planar travel. </p><p></p><p>Manual of the Planes starts right off with an introductory lecture on the shapes, sizes, compositions, and behavior of planes. You gain a good (although sometimes a bit confusing) understanding of how the planes relate to one another and how they are connected. </p><p></p><p>The prestige classes have to be some of the most colorful ones I’ve seen yet. The Gatecrasher shows the most promise for role-play, especially as a gnome. I also like the Planar Champion being a natural extension for a character with Paladin-like morals. </p><p></p><p>The bulk of this book is a breakdown of the individual planes and what characters can expect should they find themselves there. While the Inner Planes contain a considerable amount of raw energy that serve as the “fuel” for elementals, the Outer Planes have the greatest diversity and most potential for adventure. My personal favorites are the planes of Limbo, the Abyss, the Beastlands, and the Outlands where Sigil, the City of Doors, resides. </p><p></p><p>No Wizards of the Coast reference book would be complete without a section on monsters, and this book is no disappointment there. Remember the monster on the cover of the 1st ed. Manual of the Planes? Well, he’s back! The Astral Dreadnought is the first entry and he’s tougher than ever (CR 17). The strengths of this section are in the monster templates, especially the axiomatic and anarchic templates. </p><p></p><p>Overall, this book is a wealth of information for anyone who enjoys incorporating planar travels into their adventures. If you never plan to leave the Prime Material Plane, then save your money for a different book more suited to your campaign. While it can be a bit confusing or overwhelming to someone new to planar adventures, the book is every bit worth the retail price of $29.95.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009274, member: 18387"] This review is for the Manual of the Planes by Jeff Grubb, Bruce Cordell, and David Noonan. Published by Wizards of the Coast, this is the first real self-contained reference on the planes since the 1st ed. Dungeons & Dragons book of the same name. This new version for the 3rd ed. Dungeons & Dragons rules is filled with all manner of valuable information to expand your campaign through planar travel. Manual of the Planes starts right off with an introductory lecture on the shapes, sizes, compositions, and behavior of planes. You gain a good (although sometimes a bit confusing) understanding of how the planes relate to one another and how they are connected. The prestige classes have to be some of the most colorful ones I’ve seen yet. The Gatecrasher shows the most promise for role-play, especially as a gnome. I also like the Planar Champion being a natural extension for a character with Paladin-like morals. The bulk of this book is a breakdown of the individual planes and what characters can expect should they find themselves there. While the Inner Planes contain a considerable amount of raw energy that serve as the “fuel” for elementals, the Outer Planes have the greatest diversity and most potential for adventure. My personal favorites are the planes of Limbo, the Abyss, the Beastlands, and the Outlands where Sigil, the City of Doors, resides. No Wizards of the Coast reference book would be complete without a section on monsters, and this book is no disappointment there. Remember the monster on the cover of the 1st ed. Manual of the Planes? Well, he’s back! The Astral Dreadnought is the first entry and he’s tougher than ever (CR 17). The strengths of this section are in the monster templates, especially the axiomatic and anarchic templates. Overall, this book is a wealth of information for anyone who enjoys incorporating planar travels into their adventures. If you never plan to leave the Prime Material Plane, then save your money for a different book more suited to your campaign. While it can be a bit confusing or overwhelming to someone new to planar adventures, the book is every bit worth the retail price of $29.95. [color=green][b]To see the graded evaluation of this product, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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