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Sell me on Wizards books published since Complete Divine
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<blockquote data-quote="Joshua Randall" data-source="post: 3466579" data-attributes="member: 7737"><p>I will second (third? fourth?) the recommendations for <strong>PH2</strong>. What you get, from memory:</p><p>* 3 new base classes: duskblade (yet another fighter-wizard, but this one is actually good), knight (a defensive-oriented tank), and dragon shaman (gains beneficial "auras", sort of like the marshall)</p><p>* variant class features for all of the core PH classes plus selected other classes such as swashbuckler, and, uh, some other ones I can't remember</p><p>* the variant Druid class feature is worth the price of the book alone, IMHO</p><p>* new feats, and they are damn good... some may even appear TOO good, depending upon your tastes; lots of feats to make single-classes fighters better</p><p>* a smatternig of new spells, including some very interesting ones that have growing levels of effect depending upon how long you spend casting the spell</p><p>* rebuild and retraining rules, so there is an official way for a PC to dump a no-longer-desired feat for a new one, or even change races or classes -- also two sample adventure sites to go with these rules</p><p>* Affiliations, a set of rules around groups the PCs can join, then gain actual tangible benefits that are neatly tied into role-playing hooks... there's an example of play that goes with these rules that made me more excited about D&D than I have been in years</p><p>* note, the affiliation rules are getting extensive support in the Savage Tide Adventure Path in <em>Dungeon</em> magazine</p><p>* quick-build tables for generating N/PCs, with suggested skills, feats, equipment, spells, etc. -- this is also worth its weight in gold</p><p></p><p>All in all, PH2 is extremely solid.</p><p></p><p>DMG2 is a fantastic book also, not quite as universally strong as PH2, but plenty good. Ask if you want details.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 3466579, member: 7737"] I will second (third? fourth?) the recommendations for [b]PH2[/b]. What you get, from memory: * 3 new base classes: duskblade (yet another fighter-wizard, but this one is actually good), knight (a defensive-oriented tank), and dragon shaman (gains beneficial "auras", sort of like the marshall) * variant class features for all of the core PH classes plus selected other classes such as swashbuckler, and, uh, some other ones I can't remember * the variant Druid class feature is worth the price of the book alone, IMHO * new feats, and they are damn good... some may even appear TOO good, depending upon your tastes; lots of feats to make single-classes fighters better * a smatternig of new spells, including some very interesting ones that have growing levels of effect depending upon how long you spend casting the spell * rebuild and retraining rules, so there is an official way for a PC to dump a no-longer-desired feat for a new one, or even change races or classes -- also two sample adventure sites to go with these rules * Affiliations, a set of rules around groups the PCs can join, then gain actual tangible benefits that are neatly tied into role-playing hooks... there's an example of play that goes with these rules that made me more excited about D&D than I have been in years * note, the affiliation rules are getting extensive support in the Savage Tide Adventure Path in [i]Dungeon[/i] magazine * quick-build tables for generating N/PCs, with suggested skills, feats, equipment, spells, etc. -- this is also worth its weight in gold All in all, PH2 is extremely solid. DMG2 is a fantastic book also, not quite as universally strong as PH2, but plenty good. Ask if you want details. [/QUOTE]
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