Won't drive you wild but probably won't send you into a berserk frenzy either.
Masters of the Wild, the official D&D guidebook for barbarians, druids, and rangers, is a mixed bag of ideas for gaming material. Some of them are nifty, some of them are lame, and some even work. Having played with this book for some months now, however, I can tell you Masters of the Wild lacks the polish of thorough-playtesting, so when something in this book does work it's as much a byproduct of chance as design.
CHAPTER ONE: NATURE'S LORE
Like all the guidebooks, the introductory chapter treats the reader to the obligatory hyperbole on how wonderful the featured classes are. Why, to read "The Druid in Perspective", you would think that fighters, clerics, and wizards are superfluous, outmoded concepts. Seems like a bit of a heavy-handed sell considering that the people who bought this book are likely are already fans of the nature-boy classes, but hey, who am I to say that there aren't druids out there who need a boost to their self-esteem?
Each "in perspective" section serves up a perfunctory treatise on how to play each class, for the most part presenting a perspective that is obvious (halflings aren't cut out to be barbarians), overstated (humans are just good at everything!), and occasionally perplexing (elves make great druids, despite their lack of affinity for that career, and indeed one of the racial benefits actually conflicts with the class restrictions).
There are a few variant rules provided in this section, and these variants are representative of what I said before; some sound neat, some sound dumb, and they all sound a little half-baked. The neat: defensive favored enemy bonuses, favoring subraces of your own race. The dumb: the urban ranger (sounds like the name of an SUV), raging intimidation.
CHAPTER TWO: SKILLS AND FEATS
This is where a guidebook should start getting meaty, and on the whole MotW does not disappoint. One of the things I like about 3rd edition is that there's some emphasis given to the role of steeds and other animal companions in a fantasy setting. This chapter provides quite a few new tricks that you can teach an animal, including hunt, track, steal, stalk, and subdue. Heck, you can even teach it to aid your attacks or your tracking checks. Pretty handy stuff, and not just for rangers and druids either. There are also some in-depth rules on how to use Hide to tail someone. Good rules, even though they were just copied-and-pasted from Song and Silence.
The feats section delivers as well. There is a brief mention of "Virtual Feats" that clarifies whether or not a ranger's dual-weapon-wielding talents actually qualify as feats for purposes of meeting the prerequisites of other feats. The feats themselves add some interesting new capabilities to the various classes. Wild feats allow a druid to get more mileage out of his shape-shifting abilities. Rangers receive much-needed attention to their favored enemy class feature, such as a feat that allows them to inflict their bonus damage on opponents that are immune to critical hits, as well as some dual-wielding feats that go beyond Improved Two-Weapon Fighting. Barbarians get the least love, in the form of a few limp feats that add some rather unimpressive perks to raging.
There are also a few good general combat feats in this section as well, and they each are noted as being available to fighters as bonus feats (a step which Sword & Fist didn't bother to take). The most controversial have been the various "Toughness" feats that bestow more hit points than the worthless Toughness feat presented in the PHB, and the Power Critical feat that allows a character to attempt to make an automatic critical hit once a day.
Dwarf's Toughness, Giant's Toughness, and Dragon's Toughness do an adequate job of supplying extra hit points to the front-line tanks (who deserve them the most) while keeping them out of the hands of the back-row spellcasters (who, admittedly, also need them but aren't as entitled to them). I've heard some grousing about the fact the don't require the PHB's Toughness feat as a prerequisite, but the thing to keep in mind is that while fighter's may have feats to burn on puny dime-store feats, barbarians and rangers don't. As for Power Critical, it represents the kind of high-end, heavy-hitting, arse-whomping feat that has been sadly lacking in 3e to date. If you've played warriors over 12th level or so--or if you've happened to read my review of Sword & Fist--then you no doubt are aware of the dearth of decent feats that a warrior faces as he ascends to higher levels, so I'm glad to see something out there for that axe-slinging dwarf or half-orc to latch on to (and prior to 21st-level thank you very much!).
If there's any feat that I find objectionable, it's Extra Rage. The ability to rage multiple times per day is, in my humble opinion, the only strong incentive to stick it out as a barbarian past the first couple of levels--unless you're holding out for damage reduction, which blooms a little late in the career to generate much enticement.
CHAPTER THREE: TOOLS OF THE TRADE
Not a lot to say here, really. A few exotic weapons are offered--nothing major--and that's followed-up with a list of nature-oriented magic items. There are items that grant bonuses to animal companions, and items that improve a character's nature skills. I like the "ease" enhancement that can be added to armor, allowing a character to sleep in it without penalty, and the arrows of curing seem kinda spiffy (although the idea's not a new one).
Oh and there's a long section on creating infusions, which are basically edible scrolls created using the Alchemy skill. Something for bored druids to play around with. No big whoop.
CHAPTER FOUR: ANIMALS
There's some good stuff here. First off, there's a brief but informative primer on what animals make for the best companions. Since this decision isn't as simple and straightforward as, say, "When to rage" (Chapter 2), reading this section can be a real time-saver for someone who doesn't want to pore over the DMG in search of the perfect pet. There's also some info on how finding a pet works in terms of game mechanics, and some details on the strengths and limitations of the bond between human and animal companion.
And best of all, chapter four gives us statistics for lots of new animals, including 6 new dire animals (the most noteworthy being the dire horse) and 8 new critters that fall under a new category, called "legendary animals". Legendary animals are created by deities or nature itself. Designed with high-level druid and ranger adventurers in mind, they have abilities and attributes superior to those of dire animals, yet are of the same size as their mundane counterparts (note: legendary animals are also presented in the Epic-Level Handbook).
There is one thing absent from this chapter that I find disappointing, and that's the lack of any rules for advancing an animal companion so that it gains some levels, thus gaining hit points, base attack bonuses, and increased survivability as your character progresses in level. Instead, the mentality seems to be that once you outgrow your trusted and beloved companion, you abandon it in favor of a newer, sleeker, zippier model.
CHAPTER FIVE: PRESTIGE CLASSES
Here's where MotW's unevenness really starts to show through. There's a real smorgasbord of classes available, but as with most buffets, only a portion of the dishes are worth savoring. Much of it is lukewarm, passable fare. Some is just half-baked slop, and that can ruin the entire meal.
Here are some of the more appetizing prestige classes:
Bloodhound
I'm pleased to see a bounty hunter prestige class making its appearance in MotW. The book would've felt a little incomplete without one. I don't know how much I care for these prestige classes that somehow gain supernatural abilities, with little explanation as to the source of these powers other than "obsessive determination", but I suppose a bounty hunter would be a fairly impotent occupation at higher levels of gameplay without the ability to deal with magic. Bearing that in mind, I commend the overall design of this class, because its creator seems to have all the various angles covered, both mundane and fantastic. A bloodhound can track silently and relentlessly, avoid detection, and overcome all manner of obstacles between himself and his prey. I would be happy if someone could explain what the value of the "Ready and Waiting" ability is. It reads like a hackneyed artifact from the pre-errata Sword & Fist, going to a lot of effort to elaborately describe an ability in such a way that it sounds utterly useless.
Deepwood Sniper
Nice class. Effective, sensible abilities distributed generously but evenly across all ten levels.
Eye of Grumsh
Ah, the muse of inspiration bestowed its gossamer touch upon the Eye of Grumsh--before being promptly rent limb from limb. When I say this class has gross power, I don't mean it's over-the-top. I mean it's disgusting; this guy has the ability to regurgitate stomach acid into his foe's face. That should satisfy some of the half-orcs out there who enjoy a class that's just plain nasty. And he won't be lacking for sheer combat prowess either, with the ability to rage and blindsight.
Foe Hunter
Somebody had their heads screwed on straight when they had the idea to take each major feature of the ranger and branch it off into a prestige class; in the foe hunter's case, the emphasis in on the Favored Enemy ability. It's one of my favorites due to its flexibility. You can use it as a template for giant hunters, dragon hunters, demon hunters, undead hunters...heck, even ooze hunters have a place in the world.
Now for the slop:
Exotic Weapons Master
This class doesn't suffer so much from poor design as it does from poor placement. Obviously, by all rights the Exotic Weapons Master should have been in Sword & Fist, as it's clearly oriented towards fighters. But nobody told Jason Carl that, so he went ahead and wrote Sword & Fist without it. What to do, oh what to do? Eureka! Add a completely gratuitous "ability to rage" prerequisite! It'd be the perfect solution...if it wasn't patently ridiculous! I can accept that each guidebook is going to be authored by different people, but what I find most unacceptable is that there isn't some editor-on-high ensuring that the right material makes it into the right book.
Forsaker
This PC hearkens back to the old 1st-edition barbarian, which was no doubt the source of inspiration. The forsaker rejects magic in all of its forms, and doesn't care too much for the folks who dispense it. To that end, the class receives an ability score bonus every level, and receives an assortment of abilities designed to circumvent some of the problems associated with swearing-off magic (e.g. inability to penetrate damage reduction, lack of magical Armor Class bonuses, etc.). It's a cute idea, but guys and gals let's face it, Dungeons & Dragons characters can not get away with scorning magic. You need wizards to be able to transport you around the world and across dimensional barriers. You need clerics to heal you up, neutralize diseases and poisons, and restore ability score loss, limbs, senses, and levels. Magic is not optional. Moreover, there's a profoundly inane requirement built into the class that requires the forsaker to destroy a few hundred gp worth of magic items in order to maintain his special abilities--and the poor schmuck has to do this every @%$#& day! You wind up with a forsaker toting around quivers full of magic wands for the breaking, or stocking up on bandoliers of positions to be poured down the privy. Stupid much?
Frenzied Berserker
I hereby nominate the frenzied berserker as my candidate for the Prestige-Class-Most-In-Need-of-Erraticization Award of 2002. I am actually playing an epic-level Frenzied Berserker in a campaign. Let me tell you folks something I don't advertise to my DM and cohorts: this class is not merely broken, it's truly most sincerely broken. For starters, a berserker goes into a frenzy whenever he takes damage, and can only avoid it by making a Will save, DC 10 + total damage taken. Let's figure that your average berserker comes from a barbarian background; at 15th level it's quite likely that he's going to have a Will save bonus somewhere around +3 to +5 ). If he suffers even a single point of damage, he has about a 20-30% chance to fly into a frenzy and attacking anyone in sight! So basically, a frenzied berserker PC has to spend his entire life like hemophiliac, supremely careful never to stub his toe, absolutely terrified of getting a paper-cut, and you better believe he buys button-fly jeans! All for fear of receiving that itty-bitty boo-boo that pushes him over the edge, going on a murder spree until his friends are forced to put him down like a rabid dog. If that's not enough to assure you that this class didn't receive one tiny iota of playtesting, let me also direct you to the 4th-level Frenzied Berserker special ability "Deathless Frenzy". This ability keeps a frenzied berserker alive and fighting for as long as his frenzy lasts (Con. modifier + 3 rounds), regardless of how much damage he takes. Let me tell you friends, you have to play with that just to realize how munchkin that is. My dwarven Ftr12/Bar2/FBrzrkr11 character became enslaved during the course of an encounter, and my party slowly realized that they had no way to take me down before I could wipe them out to a man (we're talking 18 rounds). And the part that really stinks is that as bad this ability is for the folks having to deal with a frenzy, it doesn't do the berserker much good either since he'll drop dead as soon as the battle's over. Broken. Half-baked. Ill-conceived. Silly.
Oozemaster
Somebody call an ooze hunter. Oughtta be chucked into the privy with the forsaker's potions. 'Nuff said.
Tempest
Here's a sweet idea for a class that someone spent all of 5-minutes slapping together before they rushed it off to print, thus wasting its potential. The basic idea is pretty juicy: take the two-weapon-fighting style of the ranger and spin it off into its own prestige class. The problem here is, the class receives too few abilities as it advances--just a few quasi-feats stretched thin across ten levels of progression. Characters can receive virtually identical benefits just as easily simply by taking fighter levels. The 8th-level ability "Absolute Ambidexterity" is unique and quite cool, but no special ability is worth going eight levels in a class that's a dud in all other respects.
There are 11 other prestige classes, most of which are worth experimenting with (sometimes I get the feeling that's more than the authors did), so I'll happily edit my review once I get a chance to tool around with them. I do have one question about the hexer class; one of its requirements is the ability to cast lightning bolt as a divine spell. Anyone have any idea how this can be accomplished?
CHAPTER SIX: SPELLS
Reading this section reminds me of why I don't play druids. The general idea behind druid spells, as I gather, is to provide them with some of the cleric's support capability and some of a wizard's offensive capability, but no great amount of either. Well, if someone finds those sort of second-string spells appealing, they might be satisfied with what they find here. Sixteen pages of spells that are pale imitations of other class's spells. For instance, "waterball" is, quite literally, a watered-down fireball and is a 4th-level spell. "Thunderswarm" is a clone of meteor swarm with about 2/3 the damage capacity.
Then there's the "Regenerate wounds" series of spells, which equate to what are known in online role-playing games as a "HOT" (Heal Over Time). But while battles in a computer game can last long enough for a HOT to be meaningful, battles in D&D are relatively short affairs, usually lasting only a few rounds. The same goes for the various poison, disease, and other DOT (Damage Over Time) spells that gradually kill of debilitate a target. Players need their targets dead now, not a few minutes, hours, or days from now.
Still, I can't lambaste MotW for simply maintaining a standard of ineffectuality that was established long ago. On the other hand, I can't give a rave review for simply staying the course either.
CONCLUSION
If you play a druid or ranger MotW is worth having, mainly for the feats and for the prestige classes. There's a plethora of the latter (when compared to the other guidebooks), so with a little luck someone who purchases the book will find at least a couple to their liking. The rules for training and maintaining an animal companion are worth checking out as well. Barbarians will get some use out of a few of the feats, but there just aren't many prestige classes geared towards, and the ones that are desperately need revision.