Appearances :
Savage Species comes at 224 full colour pages for 29,95 US$, only one page of which is advertisement ( seems impossible to avoid for the publishers these days ), with an uncluttered twin coloumns layout. The book is a sturdy hardcover, similar in appearance to the psionic handbook
The internal Artwork is mostly in colour and of high to exceptional quality. The layout does waste little space, although the number of charts and tables apeears quite daunting at first glance (more about this later ). While not a cheap purchase, quality and makeup of the book make it an acceptable bargain
The Works :
Savage Species is aimed at providing feasible and universal rules for both the players and the gamemaster to faciliate play of "non-standard" player character races - e.g. anything which is not of human, elven, dwarven halfling or gnomish heritage, or rather not part of an another WoC publication. This basically means anything from goblins to giants, from feys to fiendish and celestial outsiders, from constructs to undead ! Most if any GMs usually flinch ( I know i do ) at the daunting task of translating an interesting monstrosity from my campaign into a player-usable "race" - keeping its flavours, while making the necessary incisions to maintain game balance and fun for everyone else. Some definite and hopefully playtested rules and outlines as to actually facilliating play for this ( and IMHO WoC had to have had some definite formula/rules from the outset, as it provided a bunch of extraneous races in its many supplements, starting as early as the FR hardcover ) were highly welcome and desirable.....
Looking at the contents though, we first get some basic rules about monsters as characters, how to evaluate their special abilities ( such as Fast Healling, Damage Reduction, Natural Armour ).. WoC slips up for the first time (alas, not the only time) here - while most "special abilities" and their "ECL" modifiers are listed here, a simple chart or reference table is missing - in a book, which has more charts than your average text on advanced economics, this is a surprise and rather careless oversight. Also a number of their judgements seem definitely askew - e.g. while the ability to climb or burrow warants an adjustment in WoCs mind, any amount of landspeed is negligible...ahem !!! As almost any fighter or rogue will vouch for, landspeed is a major factor in d20 tactical combat. Bad oversight here...
Neither are there provisions in the rules to evaluate possible disadvantages or shortcomings of a race, and no provisions are made to evaluate the usefulness/value of specific abilities at varying levels - while "reach" (ECL+1) will stay useful at almost any level, minor innate spellcasting ability (like that of a drow or swirvneblin ) will fade in usefulness at higher levels, but has the same level adjustment. Other abilities seem horrendously cheap in their ECL, especially if no precise mechanism for their efficency is given - as an example the ability to do stat-damage in whatever way is valued at an ECL+1 regardless of its DC or duration... (This could be DC10 or DC 20, depending upon the creature used ). The extremly useful "blindsight" ability is of the same value as "scent"... and judgements like (energy)protection/30 being a mere ECL+2 should be eyed _very_ carefully by any GM facing creative players. Should a helpful player do a "calculation" of a possible race he considers to play according to this rules, doublecheck !
This section seems heavily in need of editing and rework by a GM intending to use it - sadly it is one of the core chapters of the book - most other chapters are founded on the groundwork laid here.
1/5
Following this one finds the "obilgatory" 10 pages of new feats for beasts and creatures (which basically I would have liked to see in the MM or the MM2, but - alas - that was not to be ) and another 15 pages of stuff/equipment monsters can wield. While this does look like a lot of pages and contents, one should keep in mind that most of the items and feats presented can be used or are useful for a very narrow subset of monsters only - I doubt one will see Salamander spears in the hands of all that many mummies, but some flavour at least is generated. Also one finds a highly useful table of damage development in relation to weapon size.... Add 13 pages of new spells usefull mostly to monstrous creatures and 24 pages of prestige classes for monstrous creatures. Lamentably, these prestige classes are mostly confined to specific creatures (such as the Illithid Savant - you need to be a mind flayer to rise in it...) or very narrow sub-group like the spawn/offspring of a stronger undead. While many are interesting spins (if one uses the base monsters - like Yuan Tin, Slaadi or Illithids ), only the Sybil (oracular mystic ) and the Survivor (saves oriented prestige class without any rise in base attack or spell-casting) seem to have appeal for a broader selection of characters. 2 out of 8 is not bad, especially if one can make use out of another for NPCs in one's camapign.
3/5
Next is a chapter I had great expectations for - "Campaigns". Well - while it has some nice ideas and concepts, the fact that it is a whopping 4 pages long ruins all possible greatness it hinted at... a mere 2% of a book devoted to "actually playing" the characters created is TOO LITTLE !
2/5
The vast expanse of six pages are devoted to the advancement of monsters through HD-increase, with some rules and hints as to how to develop, play and furnish such creatures. While nice, IMHO this should have been in MM-1 or MM-2, not here. This was supposed to be a book about monstrous characters, not bigger monstrous NPCs... while good, it is off-topic
3/5
Templates - well this chapter looked nice and useful ( if one is willing to ignore the basic premise that this was intended to be book for "alternate (N)PC races" ), with the ability to vary some "classic" creatures for special needs or filling some ecological niches ( such as "ghost brutes" - ghost of beings with low charisma - animals etc... slain by ghosts and turned into ghostly remnants), some of them are deceptively harmless in appearance, while actually quite dangerous if used without some testing, as the creature produced is often far more dangerous than the original creature - for example the "wight"-template's energy drain ability (draining levels, btw ) is _twice_ as powerful as that of a standard wight ( no explanations for this btw) , and usually yields a much higher DC-save to boot !!!
Use this templates on large melee creatures with extreme care (!!!!) - one lucky series of strikes from something like an ettin or giant can leave groups severly crippled. Similar warnings should be added for templates conferring etherealness ("umbral", "wraith" and "spectral" templates, - I killed the main 9th level fighter of my group in 2 rounds of fighting with an "umbral"-Ettin (CR8) simply through the strength drain....) or other ability-drain features. Again it shows that some of the "special attack" ECL/CR-values seem to be way off. Some are rather pointless or simply silly - while I never saw Orcs or Ogres as especially civilised, I somehow doubt that by reverting to an even more barbaric existence they get faster, tougher, with the sudden growth of dangerous claws and regeneration (Landspeed +10, Natural Armou +6, D10 HD, Claw attacks and Fast Healing 2 (or better) abilities, Str+4, Con+2, with Dex-2 and Int-4 to balance.... and all for a +1 CR or CR+2 ??? Yeah sure...)... As for more civilised humanoids, say like elves, gnomes, or feys etc this is even weirder. And as for shaped jelly/goo creatures, I will withhold my judgement and laugh in seclusion.This section seems to have bypassed playtesting entirely - at least in wide parts. Still the templates are inspirational to a GM. To a player they are of rather limited use, if any.
1.5/5
The last chapter deals with the magical transformation characters/creatures into other creatures, both with possible methods (and their drawbacks/side effects ) and some hints as to the actual effects for the (un-)fortunate being... While useful, it lacks depth and makes some very strange assumptions to boot - being slowly transformed into a Slaad ( after the bite of another Slaad ) I basically expect more than the hint that"the characters mind and memory stay intact" "there is no bond between the ...Slaad and the ... character, who is free to act as he wills"... <sarcasm on> Sure, being slowly and magically changed (one can only guess at pain, disorientation and discomfort) from within into a huge 8' humanoid outsider toad made out of concentrated chaos is going to leave the average medieval adventurer sane, happy and unbothered... <sarcasm off>
I am not going to quote from the useless entries for becoming a bodak, ghoul, lycanthrope or others . While I am not into "world of darkness" like "angst and despair"-roleplaying, this is far too little advice to GMs and players alike who intend not to make an unlucky character an NPC by default. Then again, this chapter being only 7 pages long should be a hint as to its depth. more than all of the other chapters, this part shows the underlying tendency of the books to simply further "ruleplaying" and "rollplaying" at the near total expense of "roleplaying"
1/5
Last in the book - and starting at page 152 of 224 - are the appendixes. well one third of the book as an appendixes ?
well "Appendix One" consists of Monster classes, 50 pages of them aactually, allowing players to play a monster from level one instead of waiting to play it once the characterlevel allows picking it due to its ECL. While basicaly a nice idea ( a group of youngling monsters duking it out with the worlds sounds interesting ) this chapter has two very serious problems crippling it:
First, I sincerly doubt the need for evil or good outsider (Tanaari and Baatezu anyone ? Archons ?), giantic, haggish, or beastish character classes (like the griffon) for almost any campaign - both in variety (if at all, probabaly only one or two of the classes offered ) and ability and focus.
The second problem is even worse - very few monster classes have less than five to eight levels - and being _unable_ ( read "not permitted") to take another class while still being able to progress in your monster class, this can be a very long process. Also, most of these classes have much higher end levels than their actual challenge rating in the MM-1 and MM-2, e.g. the Rakshasa ( a CR-9 creature) is a 14-level class - therefore, when, you finish it another player in your campaign who played a normal human character would have a 14th level character... Now, according to the DMG, any normal character constitutes a CR according to his character level.... so the player playing the rakshasa is now either playing a CR9 (according to the MM-1) or a CR14 (according to the Savage Species ) character for one. I am pretty certain that most experienced players would not trade in a normally developed 14th level character for a 7HD Rakhshasa..... or even less a 12th level char for an 5HD Ogre Mage (CR8) an 8th level char for a 3HD Sea Hag (CR4).. or a 3HD (CR3) Shadow. Besides posing rather unattractive and limiting character choices, these "monster classes" provide an inherent contradiction to the DMG or to the MM - after all a 9th plevel char should/does present a CR9 encounter, unless one is playing against a Monster class. If taken literally one could even argue, that a "young and immature", as in not fully developed creature like a 13h level Firegiant characcter (hence CR13) - with 4 less HD, less and weaker attacks , worse saves, less Feats , weaker Stats and unable to throw rocks yet would pose a far greater challenge than a fully grown Fire Giant (CR-10) straight from the MM-1.
Or basically, you could face a level MM-1 firegiant with 9 levels of cleric /fighter
/sorcerer /whatever with your "monsterclass" level19 firegiant in a fair CR19 vs CR19 fight.................... And this calculation can be drawn up for each and all of the monster classes presented here - sometime more visible, sometimes less so, but still detectable in actual play. As a general rule - the more powerful (high CR) the creature you are playing the greater the relative loss in actual power through the monster class. In actual Gamplay this means that only those players with very little interest in the actual power of the class played would choose a monster class - and those players are the ones , a GM needs the least rules for. Still, this is a rules connundrum and pitfall of massive proportions - making the whole appendix useless for actual playing and GMing, except as raw material to build from, anew. How this could actually make it past some actual playtesting beats me.
In all honesty, I expected more from WoC - either to accomplish the - to my mind - very difficult job of actually finding a way to make "monster classes" (as opposed to unusual humanoid classes) work and playable through staggered acquisition of abilities and stats similar to conventional character classes ( as sadly they tried with the result stated above), or the humility and common sense to draw a line and definitely state that such creatures are not intended for player use - and any GM who wanted to try nevertheless should try on his own. WoC failed on both accounts, and gave us 50 pages of "monster" classes, which IMHO no one will ever touch with a 10' pole. Making this appendice a large waste - roughly 22% of the book, sadly enough.
1/5
Appendix 2 consists of one large chart providing ECLs, stats modifiers, skill point calculation and saves and base attack progression for a range of (near-)humanoids and monstrous races, ostentibly all from MM-1, taking up 9 pages. Nice, but I guess this will reappear in MM-1 (v3.5) in june 2003. Also, I highly doubt many of these could actually be integrated into any normal campaign without additional information/rules, for which i guess the MM-1 alone might not suffice.
2/5
Appendix 3 gives sample rules for Anthromorphic animals (aka "Furries"), which, while unexpected is nice and useful, especially for some faerie-tale type storylines or a true "Furry" campaign, rules for half-Ogres ( also unexpected, but very useful ) and stats/rules for Desmodu ( who already appeared in MM-2, the "Deep Horizons"-adventure and other sources, so this is basically a rehash ), the Loxo (elephantine humanoids) and the old "Dark Sun" favourites, the Three Kren. While short, this stuff is actually useful and interesting. If but the entirety of the book had gone into this direction.... well wishful thinking.
4/5
Resumee :
I am severely disappointed by this book - it missed almost any goal it could conceivably have aimed for, the few average or good parts were either too short or subjects the book never intended to hit. As for its usefulness for a player I am rather doubtful, as I see most GMs heavily rewriting stuff presented inside, or vetoing it outright for their campaigns. As for GMs - people willing to invest some time and serious thought withthe will to rewrite and build up from what is presented in here might have some use for it. But those people are those least likely to buy and need this book in the first place. For those needing some reliable, easy to use or reference, balanced and play-tested rules, this book cannot honestly be recommended.
Basically, this book did not miss the score of "1" by much - if not for the high production values and sparse, yet nice, seeds or originality inside, that would have been my score. Yet 2/5 as a total is bad enough for a major/core publisher....