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Ravenloft Player's Handbook
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<blockquote data-quote="heimdall" data-source="post: 2010912" data-attributes="member: 12421"><p>The Ravenloft Player's Handbook is the revised edition of the Ravenloft Core Rulebook. However, it is not just a "3.5E update." If you are interested in playing in or running a Ravenloft game, you'll need this book. The book covers all of the rules necessary to have a solid Ravenloft game, much as its predecessor did. If you aren't familiar with Ravenloft, it's a Gothic setting for Dungeons & Dragons and it's been around since First Edition. As a result, it has a lot of history and flavor and makes for a great campaign. Unlike other campaign settings, Ravenloft focuses on low magic. Magic is rare and untrusted. Evil has complete dominion. It makes for a challenging game ripe for role-playing.</p><p></p><p>If you already have the core rulebook you may be wondering what has changed. That's what I'll focus on in this review. </p><p></p><p><strong>Overall Changes:</strong></p><ul> <li data-xf-list-type="ul">The font used for the intro text of each chapter is generally more readable. While this doesn't affect the rules in any way, it does give a better overall appearance.</li> <li data-xf-list-type="ul">Some pictures have been added and others have been removed. This is to be expected in an update.</li> <li data-xf-list-type="ul"><strong>A usable table of contents!</strong> - The original Core Rulebook did not have a good TOC. It's still pretty high level, but it's better than it was.</li> <li data-xf-list-type="ul">The maps on inside covers are now tinged in red, not gray. This is an asthetic change, but it does make the maps slightly more readable.</li> <li data-xf-list-type="ul">No ads appear at the end of the book. While White Wolf books have done this for years, I know it bothers some to think they are paying for an ad. The ads that are present in older Ravenloft books aren't present in this one.</li> </ul><p></p><p><strong>Chapter 1: The World of Ravenloft</strong></p><ul> <li data-xf-list-type="ul"><strong>A New Concept: Masques</strong> - This is a description of how Ravenloft touches upon an existing world in a malevolent way (without the world becoming part of Ravenloft). Perfect if you want to use some elements of Ravenloft without dragging a party into the setting. Or perhaps you just want to "test the waters..."</li> <li data-xf-list-type="ul">There are a couple of additions to the Timeline - 756 Azalin commissions the Gazetteers and 758 (not 755) is now considered the present year. Nothing earth-shattering here.</li> <li data-xf-list-type="ul"><strong>New Rules for Domain Magic Ratings</strong> - Adjust how magic works in a particular domain based on the belief of the people who reside there. Magic Ratings are separated from Civilization Ratings because it is entirely possible to be a primitive civilization that is very distrustful of magic (a la 1st Edition Barbarians) as well as Rennaisance civilizations with a heavy dependency on magic. There is a difference between divine and arcane magics in some cases. Each domain is different. The magic rating could be different for certain classes or certain individuals. This is expanded up on Chapter 4.</li> </ul><p></p><p><strong>Chapter 2: Player Characters</strong></p><ul> <li data-xf-list-type="ul">Starting Languages are now a sidebar instead of in the two-column text. This makes them more noticeable but nothing really changed here.</li> <li data-xf-list-type="ul"><strong>New Rules for Class Weaknesses.</strong> Each class has a specific weakness due to the setting. Some classes seem to be hit more harshly than others (like the Barbarian and Druid). The class weaknesses bring the effects of the land more in the face of the players. </li> <li data-xf-list-type="ul">Even though Psionics are handled in Ravenloft DMG, psionic classes are not covered in this sourcebook.</li> <li data-xf-list-type="ul">Two prestige classes are new: Monster Hunter and Specialty Hunter. This supercedes the Witch Hunter prestige class from <em>Domains of Dread</em>. Basically, they expanded the concept of the Witch Hunter to go after other supernaturals as well. One glitch: The placement of 4th level spells is off... should be under specialty hunter.</li> <li data-xf-list-type="ul">Skills - Some skills are affected by Ravenloft. One change from the core is additional language on Handle Animal dealing with contesting with a Darklord is included.</li> </ul><p></p><p><strong>Chapter 3: The Ways of the World</strong></p><ul> <li data-xf-list-type="ul">Tables for Horror and Madness checks have been condensed into a 3 column format to easily figure out how what nasty thing has happened to the PC (asthetic change). If you aren't familiar with Fear, Horror, and Madness checks, they are rules in the setting to determine when a PC might flee in fear, freeze in horror, or go mad because of some circumstance. This eliminates the argument where the DM says, "Your fighter runs away at full haste," and the player says, "But Ulrik is a mighty warrior, he won't flee from anything!"</li> <li data-xf-list-type="ul"><strong>Madness Check Rules Change:</strong> High Wisdom actually HURTS you when making a madness save (discussed in a sidebar). </li> <li data-xf-list-type="ul">There are additions in how spells are altered: Nondimensional Spaces has been added to handle pocket dimensions and the like and Transmutation has been added to handle involuntary physical transformations.</li> <li data-xf-list-type="ul">The altered spells list has been updated to 3.5E.</li> <li data-xf-list-type="ul"><strong>New spells</strong> specific for Ravenloft have been included.</li> </ul><p></p><p><strong>Chapter 4: The Dread Realms</strong></p><ul> <li data-xf-list-type="ul">Realm Magic Ratings have been added to all domains. Otherwise, not much of a change. The realm is described, as are the laws, culture, etc. Most of it looks word-for-word what was in the original Core.</li> </ul><p></p><p><strong>Chapter 5: Horrors of the Night</strong></p><ul> <li data-xf-list-type="ul">All creatures have been updated to 3.5E rules.</li> <li data-xf-list-type="ul">There is new text in each section on how to hunt that type of creature/creation.</li> <li data-xf-list-type="ul"><strong>DR for vampires are changed.</strong> Instead of a +1, +2, or +3, it now reads Silver and magic.</li> <li data-xf-list-type="ul">There is now a table covering spell effects on ghosts.</li> <li data-xf-list-type="ul">There is also a table covering spell effects on constructs.</li> <li data-xf-list-type="ul"><strong>DR for Ancient Dead has changed.</strong> Ancient Dead no longer have +1, +2, or +3 listed for DR. Now either silver (rank one) or magic (ranks two-five).</li> <li data-xf-list-type="ul">With respect to Ancient Dead, there is text on Cleric's turning... giving an example where a Rank 5 mummy can only be stopped from attacking the cleric (no more turn and have the rest of the party wail on it). A good shock for any hardy party.</li> <li data-xf-list-type="ul">There is a table covering spell effects on Ancient Dead.</li> <li data-xf-list-type="ul">A table covering spell effects on Fiends is included.</li> <li data-xf-list-type="ul">Another table covering spells effects on hags.</li> <li data-xf-list-type="ul">There is additional text on dealing with the vistani (since there is no text on how to hunt the Vistani).</li> </ul><p></p><p><strong>Chapter 6: The Ravenloft Campaign</strong></p><ul> <li data-xf-list-type="ul">No noticeable changes so far as I can tell. Then again, the original was just fine.</li> </ul><p></p><p>Overall there were enough changes that I felt warranted to buy the new book, but much of the text is still the same. Some of the formatting issues remain as well. In general there was quite a bit of clean-up, but they didn't get everything. Some editing of existing text was done. Case in point: things that needed to be called out in sidebars (such as languages) were. Anywhere they could make a table more readable it looks they tried to do so. There was not a tremendous change to the layout or look. If you're looking for a new setting, want to use the new rules, or your existing Core book is in pieces, this is worth the money.</p></blockquote><p></p>
[QUOTE="heimdall, post: 2010912, member: 12421"] The Ravenloft Player's Handbook is the revised edition of the Ravenloft Core Rulebook. However, it is not just a "3.5E update." If you are interested in playing in or running a Ravenloft game, you'll need this book. The book covers all of the rules necessary to have a solid Ravenloft game, much as its predecessor did. If you aren't familiar with Ravenloft, it's a Gothic setting for Dungeons & Dragons and it's been around since First Edition. As a result, it has a lot of history and flavor and makes for a great campaign. Unlike other campaign settings, Ravenloft focuses on low magic. Magic is rare and untrusted. Evil has complete dominion. It makes for a challenging game ripe for role-playing. If you already have the core rulebook you may be wondering what has changed. That's what I'll focus on in this review. [b]Overall Changes:[/b] [list] [*]The font used for the intro text of each chapter is generally more readable. While this doesn't affect the rules in any way, it does give a better overall appearance. [*]Some pictures have been added and others have been removed. This is to be expected in an update. [*][b]A usable table of contents![/b] - The original Core Rulebook did not have a good TOC. It's still pretty high level, but it's better than it was. [*]The maps on inside covers are now tinged in red, not gray. This is an asthetic change, but it does make the maps slightly more readable. [*]No ads appear at the end of the book. While White Wolf books have done this for years, I know it bothers some to think they are paying for an ad. The ads that are present in older Ravenloft books aren't present in this one. [/list] [b]Chapter 1: The World of Ravenloft[/b] [list] [*][b]A New Concept: Masques[/b] - This is a description of how Ravenloft touches upon an existing world in a malevolent way (without the world becoming part of Ravenloft). Perfect if you want to use some elements of Ravenloft without dragging a party into the setting. Or perhaps you just want to "test the waters..." [*]There are a couple of additions to the Timeline - 756 Azalin commissions the Gazetteers and 758 (not 755) is now considered the present year. Nothing earth-shattering here. [*][b]New Rules for Domain Magic Ratings[/b] - Adjust how magic works in a particular domain based on the belief of the people who reside there. Magic Ratings are separated from Civilization Ratings because it is entirely possible to be a primitive civilization that is very distrustful of magic (a la 1st Edition Barbarians) as well as Rennaisance civilizations with a heavy dependency on magic. There is a difference between divine and arcane magics in some cases. Each domain is different. The magic rating could be different for certain classes or certain individuals. This is expanded up on Chapter 4. [/list] [b]Chapter 2: Player Characters[/b] [list] [*]Starting Languages are now a sidebar instead of in the two-column text. This makes them more noticeable but nothing really changed here. [*][b]New Rules for Class Weaknesses.[/b] Each class has a specific weakness due to the setting. Some classes seem to be hit more harshly than others (like the Barbarian and Druid). The class weaknesses bring the effects of the land more in the face of the players. [*]Even though Psionics are handled in Ravenloft DMG, psionic classes are not covered in this sourcebook. [*]Two prestige classes are new: Monster Hunter and Specialty Hunter. This supercedes the Witch Hunter prestige class from [i]Domains of Dread[/i]. Basically, they expanded the concept of the Witch Hunter to go after other supernaturals as well. One glitch: The placement of 4th level spells is off... should be under specialty hunter. [*]Skills - Some skills are affected by Ravenloft. One change from the core is additional language on Handle Animal dealing with contesting with a Darklord is included. [/list] [b]Chapter 3: The Ways of the World[/b] [list] [*]Tables for Horror and Madness checks have been condensed into a 3 column format to easily figure out how what nasty thing has happened to the PC (asthetic change). If you aren't familiar with Fear, Horror, and Madness checks, they are rules in the setting to determine when a PC might flee in fear, freeze in horror, or go mad because of some circumstance. This eliminates the argument where the DM says, "Your fighter runs away at full haste," and the player says, "But Ulrik is a mighty warrior, he won't flee from anything!" [*][b]Madness Check Rules Change:[/b] High Wisdom actually HURTS you when making a madness save (discussed in a sidebar). [*]There are additions in how spells are altered: Nondimensional Spaces has been added to handle pocket dimensions and the like and Transmutation has been added to handle involuntary physical transformations. [*]The altered spells list has been updated to 3.5E. [*][b]New spells[/b] specific for Ravenloft have been included. [/list] [b]Chapter 4: The Dread Realms[/b] [list] [*]Realm Magic Ratings have been added to all domains. Otherwise, not much of a change. The realm is described, as are the laws, culture, etc. Most of it looks word-for-word what was in the original Core. [/list] [b]Chapter 5: Horrors of the Night[/b] [list] [*]All creatures have been updated to 3.5E rules. [*]There is new text in each section on how to hunt that type of creature/creation. [*][b]DR for vampires are changed.[/b] Instead of a +1, +2, or +3, it now reads Silver and magic. [*]There is now a table covering spell effects on ghosts. [*]There is also a table covering spell effects on constructs. [*][b]DR for Ancient Dead has changed.[/b] Ancient Dead no longer have +1, +2, or +3 listed for DR. Now either silver (rank one) or magic (ranks two-five). [*]With respect to Ancient Dead, there is text on Cleric's turning... giving an example where a Rank 5 mummy can only be stopped from attacking the cleric (no more turn and have the rest of the party wail on it). A good shock for any hardy party. [*]There is a table covering spell effects on Ancient Dead. [*]A table covering spell effects on Fiends is included. [*]Another table covering spells effects on hags. [*]There is additional text on dealing with the vistani (since there is no text on how to hunt the Vistani). [/list] [b]Chapter 6: The Ravenloft Campaign[/b] [list] [*]No noticeable changes so far as I can tell. Then again, the original was just fine. [/list] Overall there were enough changes that I felt warranted to buy the new book, but much of the text is still the same. Some of the formatting issues remain as well. In general there was quite a bit of clean-up, but they didn't get everything. Some editing of existing text was done. Case in point: things that needed to be called out in sidebars (such as languages) were. Anywhere they could make a table more readable it looks they tried to do so. There was not a tremendous change to the layout or look. If you're looking for a new setting, want to use the new rules, or your existing Core book is in pieces, this is worth the money. [/QUOTE]
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