REVIEW: Villain's Design Handbook (Kenzer)

Was this review helpful?

  • Yes, I found this review helpful.

    Votes: 58 87.9%
  • No, I did not find this review helpful. (please explain)

    Votes: 8 12.1%


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I would've liked more description into how it helps construct villains, and the opinions thereof.

And I was looking forward to the villain class section. ;p
 

I only voted no because it was posted a day too late for me. I agree with your 3/5 rating. This was my first Kalamar Product, and I guess I was expecting more. I will probably consider using the Ant-Feat rule however...
 

First I will admitt that I am biased in my opinion as I am one of the authors of the book in question.

I find that you have spent much time focusing on what you didn't like about the book, but you seemed to just gloss over the areas that you did like. I'm not sure why you did this. I'm not trying to complain about your review it seems to be objective, I'm just trying to find out why you did or did not like certain parts. WOuld it be possible for you to rank each section that you mentioned above? I'm just curious.

As for the problems with the Anti-Feats, a lot of the problems are because WoTC forced Kenzer to pull a large section of the rules at the last moment (A part called Fatal Flaws that really helped to balance things, a remnant of these can be found on the villain character sheet at the back of the book).

Also if I remember correctly the Veteran Officer's skill requirementw were similar to those of the Caviler from Sword and Fist.

As for the rules hiccups, Kenzer will most likely begin to compile an errata, which they post on their website.

As a final question have you created a villain using the book? I thinkthat you may be surprised when you see those archetypes woking.

Thanks
Andy
 

I think the review was helpful overall, but I would also like to hear the positives. Your review did not have a negitive tone to it, but lacked positive examples that a 3/5 rating would warrant. I personally am interested in a book that would help flesh out baddies, but would not fork over $25 bucks.

I would rather see a mid length paperback just covering aspects of creating villains and the different facets of motivations, personalities and classes. I am tired of feats, PrCs, and skills. There are enough of those already, but unfortunately many people are attracted to that concept.

I really enjoy the Kenzar line of products and await anxiously for the Atlas to come out.
 

Orclicker said:
As for the problems with the Anti-Feats, a lot of the problems are because WoTC forced Kenzer to pull a large section of the rules at the last moment (A part called Fatal Flaws that really helped to balance things, a remnant of these can be found on the villain character sheet at the back of the book).

So, how were the Fatal Flaws supposed to work? And why'd they get pulled?

I had been really looking forward to this book.
 

I can't really comment on the Fatal Flaws, but they were major flaws that a villain would have to take to have access to the Anti-Feats. These flaws were disadvantages that were particularly potent but covered a narrow specrum. If the PCs discovered this flaw most would be easily exploited and probably fatal (hence the name).

We may be able to see them in the future, but since WoTC cut them we may see something similar in BoVD.
 

Orclicker said:
I can't really comment on the Fatal Flaws, but they were major flaws that a villain would have to take to have access to the Anti-Feats. These flaws were disadvantages that were particularly potent but covered a narrow specrum. If the PCs discovered this flaw most would be easily exploited and probably fatal (hence the name).

We may be able to see them in the future, but since WoTC cut them we may see something similar in BoVD.

Thanks! That's enough to house rule it.

Can someone tell us what's good about the book? And why it's good?
 

I would rather see a mid length paperback just covering aspects of creating villains and the different facets of motivations, personalities and classes. I am tired of feats, PrCs, and skills. There are enough of those already, but unfortunately many people are attracted to that concept.
Citizen, your request for fluff is in breach of the 3E publishing code. Consequently, you are hereby branded an intellectual masturbator of a DM who must be more interested in stroking his own ego than in running a quality game fuelled by masses of oh-so-crunchy, munchy, glorious crunch. You are definitely in the minority of purchasers, which means that you are both wrong and a traitor. Please proceed to your nearest FLGS for termination.

More seriously, I think you might want to track down the 2E Complete Book of Villains.
 
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Can someone tell us what's good about the book? And why it's good?

The true core of the VDH are the first five chapters which give advice on designing a villain, they are:

Chapter 1: Stereotypes and Beyond
This secion covers the mere basics that help a DM focus on what they want for a villain, the concepts do range form the obvious to the sublime because we didn't know how experienced the reader would be (so there is a bit of remeidial DMing involved).

Chapter 2: Archetypes
This is the true core of the book and begins to focus on the motivations and objectives that the villain has. Each of the archetypes represents a driving force behind the villain, and each of the subtypes represents how that driving force is expressed. There are also a few personality profiles that show diferent twists that can be used to personalize the villain. This is the real heart of the book.

Chapter 3: Inside the Mind of a Killer
This chapter deals with the psychology of the villain. Now that the villain has an archetype this section helps the DM focus the villain's goals, dreams, and obsessions

Chapter 4: Where Monsters Dwell
This section gives ideas on where to place your villain for best effect. This can really enhance your villain.

Chapter 5: The Head of the Serpent
This section details villainous orginizations and the villains henchmen. Also includes ideas on how to create (and when to abandon) levels of intrigue.

So at the end of these chapters a DM should have an interesting and believable villain with detailed history, goals, and movites. The villain will also have a home (fortress, lair, etc.) and appropriate henchmen. This is the true goal of the book and I think that it accomplishes this goal. The remaining chapters add crunchy bits (which for some reason every d20 book has to have if it is to sell). These chapters are useful for maintaining power balance in the game (no matter how balanced or munchkinized your game is) however most of the apparently overpowered maneuvers are not really that powerful because it is so hard to actually use them.

I know that there are probably a number of errors and goofs, but I think that the book does actually accomplish it's goal of helping to create useful and interesting villains that are designed to oppose the PCs in your campaign.

Thanks
Andy

For a more detailed explanation of each section please see the following post by Mark Plemmons:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=21425
 

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