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Races of Destiny: First Look
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<blockquote data-quote="Silveras" data-source="post: 1923244" data-attributes="member: 6271"><p>I also got my copy today and have now had a chance to peruse it. I have to mostly agree with Dark Psion. </p><p></p><p>As I posted to my on-line gaming group, Half-Elves and Half-Orcs share 17 pages; Humans got 28 to cover generally the same range of topics, and Illumians get 37. </p><p></p><p>Most of the first 3 chapters is flavor (fluff). Almost ALL of it is useless to me and my games. In general, I am in much greater need of information/ideas about how non-human or part human races *differ* from humans. I do not need a 28 page discussion of "How to be human". Humans are ambitious. Humans work and play hard. Competition is important to humans. Yes, and ... ? Where's the useful NEW infomation ? In terms of religion, two new gods are added - but topics that would have been useful to expound upon (Pantheism, Monotheism, and Deism) are given 1 paragraph each. </p><p></p><p>The Illumians, as basically humans, occupy far too large a percentage of the book, as noted. I would much rather have seen Aasimar and Tieflings get more than the 2 pages each devoted to them. Even if the Ravenloft and other licensed properties are out of reach, more on the Planetouched (including Zenythri and Chaonds) would have been more desirable. I did more with Doppelgangers in a single 2E adventure than their 2 pages here touches on. Oh, and in most of these 2-page treatments, a sizable chunk of space is the same as the "X as Characters" material in the monster write-up. </p><p></p><p>To be sure, some of the feats and spells are useful. The new checks for several skills are interesting, and will work nicely in most campaigns. The section on adding detail to cities is a bit thin, but does expand on what is in the DMG. (Although I think Magical Medieval Society: Western Europe, from Expeditious Retreat Press, and CityWorks, from Fantasy Flight Games, both did a better job of fleshing out cities.)</p></blockquote><p></p>
[QUOTE="Silveras, post: 1923244, member: 6271"] I also got my copy today and have now had a chance to peruse it. I have to mostly agree with Dark Psion. As I posted to my on-line gaming group, Half-Elves and Half-Orcs share 17 pages; Humans got 28 to cover generally the same range of topics, and Illumians get 37. Most of the first 3 chapters is flavor (fluff). Almost ALL of it is useless to me and my games. In general, I am in much greater need of information/ideas about how non-human or part human races *differ* from humans. I do not need a 28 page discussion of "How to be human". Humans are ambitious. Humans work and play hard. Competition is important to humans. Yes, and ... ? Where's the useful NEW infomation ? In terms of religion, two new gods are added - but topics that would have been useful to expound upon (Pantheism, Monotheism, and Deism) are given 1 paragraph each. The Illumians, as basically humans, occupy far too large a percentage of the book, as noted. I would much rather have seen Aasimar and Tieflings get more than the 2 pages each devoted to them. Even if the Ravenloft and other licensed properties are out of reach, more on the Planetouched (including Zenythri and Chaonds) would have been more desirable. I did more with Doppelgangers in a single 2E adventure than their 2 pages here touches on. Oh, and in most of these 2-page treatments, a sizable chunk of space is the same as the "X as Characters" material in the monster write-up. To be sure, some of the feats and spells are useful. The new checks for several skills are interesting, and will work nicely in most campaigns. The section on adding detail to cities is a bit thin, but does expand on what is in the DMG. (Although I think Magical Medieval Society: Western Europe, from Expeditious Retreat Press, and CityWorks, from Fantasy Flight Games, both did a better job of fleshing out cities.) [/QUOTE]
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