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<blockquote data-quote="anhar" data-source="post: 2661617" data-attributes="member: 36596"><p>I bought this when it first came out and was kinda dissapointed, and is some cases appalled.</p><p>When I originally found this site, this is the first thing I came to look at, to see who else didn't like the MMII. I was amazed to find anyone had given it five stars, even to the point of saying it was better than the MMI!</p><p></p><p>I read closer and sort of understood. I don't agree, but I kinda understand. The art is mostly good {especially the famine spirit and the hellfire drake} and some of the monsters are things I, and others, had wanted to see in 3e. I personally liked the linnorms, especially corpse tearer. I used him extensively in a 2e campaign, other people have liked the gem dragons and the banshee/famine spirit. I realized it isn't all bad, before reading and thinking I would have given it a 1 star rating.</p><p></p><p>Here's why:</p><p></p><p>After reading several creatures in the book, I have no trust <strong> whatsoever </strong> for the CR assigning mechanic they used.</p><p></p><p>case in point</p><p></p><p>-Adamantine Clockwork Horror</p><p>16HD</p><p>AC 28</p><p>SR 22</p><p>spell like abilities: at will, disintegrate, mordenkainens disjunction, implosion.</p><p>CR? a whopping 9</p><p></p><p>I read through the clockwork horrors, and started reading the description for this one, there's only one in the world, it's the head of a planet destroying operation, and I really expected it to be nasty {it is} but CR 9? It can cast 2 9th level spells at will! I understand they kept some CR's artificially low to make the creature more memorable/nasty {dragons} but 9 is ridiculous. your fighter would never hit it, especially after he, and everyone else, lost most, if not all, of their magical equipment in round 1. Disjunction is a nasty, nasty spell. Your wizard/sorceer would have serious problems getting through it's SR, and if he managed to, he'd probably get imploded next round. Good luck with that Fort save. </p><p></p><p>I seriously thought that the CR was a typo and expected it to be fixed in the errata. That's how ridiculous this seems to me. This isn't 1 CR wrong like the girallon, this is 4-5 CR low.</p><p></p><p>next up</p><p>-elemental weirds</p><p>I think these were CR 10, they were bound to a pool, and if I remember right the pool was seriously deadly to stand in. They had other powers, but mainly I only had one serious gripe: they were 18th or 20th level sorcerers on top of being elementals and having other powers.</p><p>Once again we have a creature that has access to 9th level spells being expected to go up against PC's with 4th-5th level spells. </p><p></p><p>I believe this was because the weirds were supposed to be oracles or benevolent or something, completely unlike 2e weirds {not that I have a problem with that, it's an interesting idea} so the PC's weren't supposed to really fight them, they were supposed to be plot points. Woe to the 10th level evil/greedy party that starts that fight, this was 3.0 if you remember, and they were one time stop/meteor swarm {or horrid wilting or whatever} combo away from TPK. </p><p></p><p>Of course only a vengeful or just plain bad DM would put this creature in a situation where the PC's would be likely to fight it, but that doesn't excuse bad CR mechanics.</p><p></p><p>-mountain giant/hellfire drake</p><p>I think other reviewers have talked about the mountain giant, but I played a campaign into epic levels and our party would have rather fought 2 or 3 mountain giants {CR 26} than one lavawight {CR 23 w/permanent HP drain. and I mean permanent, no restoration for you} Same with the hellfire drake. I really like the picture, and the idea, but it didn't match the CR's in the epic level handbook. I think that may be the fault of the epic level handbook though, for having unrealistically low CR's. I don't see my 22nd level party only using 20% of their resources killing an Anaxim, for example.</p><p></p><p>This is just three monsters that I can think of of the top of my head. This caused me to start looking at every monster with several grains of salt, to the point where I would just pick things apart and was completely unable to bring myself to trust anything out of that book. I wondered if they had done ANY playtesting, and concluded that they probably hadn't. </p><p></p><p></p><p>I understand if you liked the book, after all, it brought in the banshee and made it a badass worthy of the spell wail of the banshee. It also has some very good art. I can only assume some people didn't read the clockwork horrors very closely. No book with that large of a screw up in it should get 5 stars.</p><p></p><p></p><p>CR 9!</p><p></p><p></p><p>{if I've made any factual mistakes or quoted too much of the ACH's stats please tell me and I will edit. I don't know how much I'm allowed to quote for review purposes. Further I know that this is a review of an outdated 3.0 product and the world has moved on, etc. it just really angered me at the time}</p></blockquote><p></p>
[QUOTE="anhar, post: 2661617, member: 36596"] I bought this when it first came out and was kinda dissapointed, and is some cases appalled. When I originally found this site, this is the first thing I came to look at, to see who else didn't like the MMII. I was amazed to find anyone had given it five stars, even to the point of saying it was better than the MMI! I read closer and sort of understood. I don't agree, but I kinda understand. The art is mostly good {especially the famine spirit and the hellfire drake} and some of the monsters are things I, and others, had wanted to see in 3e. I personally liked the linnorms, especially corpse tearer. I used him extensively in a 2e campaign, other people have liked the gem dragons and the banshee/famine spirit. I realized it isn't all bad, before reading and thinking I would have given it a 1 star rating. Here's why: After reading several creatures in the book, I have no trust [b] whatsoever [/b] for the CR assigning mechanic they used. case in point -Adamantine Clockwork Horror 16HD AC 28 SR 22 spell like abilities: at will, disintegrate, mordenkainens disjunction, implosion. CR? a whopping 9 I read through the clockwork horrors, and started reading the description for this one, there's only one in the world, it's the head of a planet destroying operation, and I really expected it to be nasty {it is} but CR 9? It can cast 2 9th level spells at will! I understand they kept some CR's artificially low to make the creature more memorable/nasty {dragons} but 9 is ridiculous. your fighter would never hit it, especially after he, and everyone else, lost most, if not all, of their magical equipment in round 1. Disjunction is a nasty, nasty spell. Your wizard/sorceer would have serious problems getting through it's SR, and if he managed to, he'd probably get imploded next round. Good luck with that Fort save. I seriously thought that the CR was a typo and expected it to be fixed in the errata. That's how ridiculous this seems to me. This isn't 1 CR wrong like the girallon, this is 4-5 CR low. next up -elemental weirds I think these were CR 10, they were bound to a pool, and if I remember right the pool was seriously deadly to stand in. They had other powers, but mainly I only had one serious gripe: they were 18th or 20th level sorcerers on top of being elementals and having other powers. Once again we have a creature that has access to 9th level spells being expected to go up against PC's with 4th-5th level spells. I believe this was because the weirds were supposed to be oracles or benevolent or something, completely unlike 2e weirds {not that I have a problem with that, it's an interesting idea} so the PC's weren't supposed to really fight them, they were supposed to be plot points. Woe to the 10th level evil/greedy party that starts that fight, this was 3.0 if you remember, and they were one time stop/meteor swarm {or horrid wilting or whatever} combo away from TPK. Of course only a vengeful or just plain bad DM would put this creature in a situation where the PC's would be likely to fight it, but that doesn't excuse bad CR mechanics. -mountain giant/hellfire drake I think other reviewers have talked about the mountain giant, but I played a campaign into epic levels and our party would have rather fought 2 or 3 mountain giants {CR 26} than one lavawight {CR 23 w/permanent HP drain. and I mean permanent, no restoration for you} Same with the hellfire drake. I really like the picture, and the idea, but it didn't match the CR's in the epic level handbook. I think that may be the fault of the epic level handbook though, for having unrealistically low CR's. I don't see my 22nd level party only using 20% of their resources killing an Anaxim, for example. This is just three monsters that I can think of of the top of my head. This caused me to start looking at every monster with several grains of salt, to the point where I would just pick things apart and was completely unable to bring myself to trust anything out of that book. I wondered if they had done ANY playtesting, and concluded that they probably hadn't. I understand if you liked the book, after all, it brought in the banshee and made it a badass worthy of the spell wail of the banshee. It also has some very good art. I can only assume some people didn't read the clockwork horrors very closely. No book with that large of a screw up in it should get 5 stars. CR 9! {if I've made any factual mistakes or quoted too much of the ACH's stats please tell me and I will edit. I don't know how much I'm allowed to quote for review purposes. Further I know that this is a review of an outdated 3.0 product and the world has moved on, etc. it just really angered me at the time} [/QUOTE]
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