Song and Silence

IronWolf

blank
Where to begin?
The smell of the pages, the crisp picture, the anticipation of the handbook that would further the idea of bards and rogues in this, the game of games...

Or shall I begin at the sigh of dissapointment after reading the book?

Simply stated Song and Silence left me feeling as if Lidda had been prying at my pockets.

To begin with the book is simply beautiful. The charecters are well drawn as if they could spring off the page and light upon your games. This is, as always, a hall mark of the WotC books, and it didn't let me down.

The Pretige classes, however, were kind of unimaginative and boring. The Thief Acrobat... wow. The Treasure hunter.... wow. The only prestige class that left me gasping to play it was the Virtuso. And I think it should be mentioned for all the people in here that the Virtuoso is the only real Bard Prestige class. The only one... perhaps the book should be named Humming and Silence....

Let me digress here a bit. I, and my gaming group, depend on the prestege classes for game tested, validated, equal balanced classes. The Bard and Rogue classes offered seem more of a d20 suppliment that I would expect from "L33t Dud3s D>N>D" than the flagship WotC. The just could have been better...

On to other subjects. I wish that the poison section would have been larger and the trap section shorter. IMHO the traps should have been included in some kind of DM add on book instead the S&S book. Why? The Trap stuff, while useful in some situations to the PC's, generally is more helpful in DM dungeon building. The poison section, however, is more anticipated by the PC's (even though my NPC's use it). Simply put more poison, less traps. And by this I mean the paltry page of poison info would have been more nice if expanded at the cost of the 7 page trap section.

The instrument / Equipment section was 100% worthwhile. I have nothing negative to say about it. It was what I expected from WotC, and the quality I like to pay for.

I will live the spell section undiscussed... I won't call them unimaginative or dull. Spells are, for the most part, what you make of them. Jump is only as useful as you make it, the same goes here. (But in short I wasn't blown away or depressed... just indifferent.)

In summery, the prestige classes were acceptable, but sub-par for the WotC >I< know. The poison section was pitiful, the traps filler (but less filling), and the equipment was wonderful. The Spells were also nice... but I think they were kind of sub quality again.

Cheers, and Game On!
Temper
 

log in or register to remove this ad

In summary: Technique, but no panache. Seems rule-sound but lacks ooh-ah factor.

Flavor-wise Rogues and Bards are definitely the most 'with it' classes, street smart and savvy. Rules-wise, they do okay single-classed; Rogues get some decent scratch at higher levels with thier special abilities and ever-increasing Sneak Attacks while Bards flesh out into reasonable spellcasting capability, plenty of Bardic Music to go the distance, and near omniscience from Bardic Knowledge. Bards are also very friendly to Multi-classing since thier Bardic Music is skill based rather than level based. Thus, perhaps it isnt that big of a deal that there are only 10 prestige classes presented herein.

Of the 10, none seem like loosers outright, but none of them are particularly gripping either. Dread Pirate is interesting but seems much more useful as an NPC pClass outside of very specific pirate-oriented campaign settings (in which most everyone would want to take it). The Dungeon Delver gets some pretty cheesy supernatural abilities with no apparant source (IMO spell-like and supernatural abilities should have some source of origin and not just be handed out to dial in the cool factor); further it doesnt compare well to some of the 3rd party material out there in supplements like Traps & Treachery. The Fang of Lolth is (Im sorry) asinine from the top down. Outlaw of the Crimson Path is quasi-interesting and helps a player that wants to be a Robin Hood highwayman sort of character but seems ill-suited to an adventuring PC; again another NPC-centric pClass. The Royal Explorer is somewhat interesting and one of the few classes semi-friendly to the Bard, but mostly focuses on lots of bonus languages and a very weakly justified skill boost with a list of applicable skills expanding every 2 class levels; the class does give a free Exotic Weapon proficiency at 1st level and the supremely useful Track feat at 2nd which helps fill the class out. The Spymaster is a super-sweet class with very useful abilities that essentially serve to allow a character concept that the rules would otherwise hamper or make impractical; unfortunately it also seems most well suited to an NPC (but PCs in a city campaign with heavy political overtones could get some benefit from it as well). The Temple Raider of Olidammara is a decent class, but thier connection with Olidammara doesnt sit well with my mental image thru the years of Olidammara as a Dionysius-like deity that is also a patron of the arts; a Thespian of Olidammara friendly to Bards in thier role as actors would have been more fitting (particularly if slanted to the aspect of spy-actors that use acting troupes as thier cover); however the actual pClass is solid and would better fit the demi-god Rudd or one of the other more straight-rogue gods IMO. The Thief-Acrobat returns once again and are sure to be a popular choice for pure-rogues as they get a plethora of good abilities; a Rogue 10/T-A 10 would be formidable; however the class as a rather pointless requirement of membership in a thieve's Guild. The Vigilante is next up and basically serves to waste a really good pClass name on a rather lackluster pClass; the class is okay (except for a dependence on 'home turf' ie a single city for one of thier better abilities) aside from a cop-out reliance on spell casting as a sorceror for a collection of spells to help them track down and catch baddies; sorely lacking in the classes criminal hunting repetoire is the Track ability or the GATHER INFO skill as a class skill, even though one of the classes preRequisites is 8 Ranks of Gather Info {stupid but true}. Finally the Virtuoso basically is just a better bard; gaining 9 new Bardic Music abilities; however the class isnt filtered very well and a Sorceror with 1 or 2 levels of Rogue to meet the skill preReqs actually benefits by taking this pClass far more than an actual Bard.

A long chunk on designing Traps follows and seems okay at first blush, but is fairly dry in its presentation. Further, at a glance it seems to be most useful to spellcaster types that want to craft magic traps and DMs who want to present Rogues with tougher traps; this might have been better as a Web supplement freeing up page space for 5 or so more pClasses.

The Feats are short and sweet, with a couple of Winners like the much needed Dash (which adds +5 Movement, although as an aside no blurb exists stating that the Feat can be taken more than once though IMO you should be able to take it multiple times up to 60 feet of movement), and Fleet of Foot (which allows a single up-to-90 degree turn when running or charging but requires the otherwise lackluster Run feat), several +2 this and that skill feats, an erratad Expert Tactician, a few 'trade Sneak Attack for X' feats that are very cool (read 'very open to abuse') and sure to cause many arguments in days to come. My favorite is Snatch Weapon (Martial Takeaway anyone?) which is a better form of Disarm. The Bards get a few goodies as well that enhance thier Bardic Music abilities in several useful (Subharmonics) and non-useful (Green Music) ways.

The rest of the book is pretty much lackluster IMO, with a lot of description of musical instruments, some lame magic items, a few ho-hum Thief Guilds, some schtick-laden Bardic Colleges, a rather laborious explanation of unusual flanking situations, 4 new Assassin spells, and a mixed bag of Bard Spells.

Most lacking is any real attention to the fact that Rogue does not necessarily equal Thief. The 3e Rogue is far more diversive than the 2e Thief, but you wouldnt know it from this splatbook. Bards get very little attention aside from a laborious list of Instruments that would be largely unnecessary if the Perform skill conformed to the mold of Craft, Profession, and Knowledge skills instead of having a behavior unique to itself, and a few new magic instruments. Also lacking are the quantity of good Roguish magic items; this is a rich area that is not given enough attention to IMO.

Despite some flaws, I thought Tome & Blood was superior to this splatbook in every area. If you are a hard-core Rogue or Bard player you might want to buy this, but you would be smarter (and more in-character) to sucker your DM or another player to get it and then mooch off of them on the rare occasion when you gain Feat.

Still, I noticed fewer errors and editing mistakes at first glance than any of the previous splat books and this book, while not gripping, was at least not as boring as Defenders of the Faith, as rulz-whacked as Sword and Fist, or as way-out-there and esoteric as Tome and Blood. On the otherhand it also wasnt as thorough as DotF, as inspirational as SnF, or as interesting as TnB so I guess the best way to summarize Song and Silence would be to say that it is merely MEDIOCRE.

Not a bad buy for $12 but a rip off at $20.
 

Song & Silence

Wizards of the Coast have expanded upon the role of the various character classes in the 3rd edition Dungeons & Dragons game with the publication of a series of "classbooks" that contain new prestige class options, organization ideas, feats, uses for skills, equipment, spells, tips, and other ideas. Song & Silence is the latest in this series of classbooks, addressing rogues and bards.

A First Look

Song & Silence has a format similar to the previous volumes in the series: it is a 96-page perfect-bound softcover book. The cover is predominantly brown with an appearance similar to the 3e D&D Player's Handbook. The front cover bears a picture of a thief and a bard raiding a tomb, while a shadowy figure armed with a knife lurks in the background.

The interior is black and white. David Roach and Wayne Reynolds are listed as the interior artists; however, most of the illustrations of individuals are by Roach, whose work I do not find nearly as crisp or evocative as Reynolds. The illustrations are generally pertinent to the section that they appear in. The graphical presentation of the book is generally good.

The text density is normal for a WotC accessory, which is somewhat better than most d20 publishers. The book is priced at $19.95 US for a 96-page book; this is normal for a WotC product of this size but slightly high for the industry. Combined with the production values and text density, however, it delivers a fairly decent value.



A Deeper Look

Song & Silence is organized into six chapters.

Chapter 1: Prestige Classes

The prestige class chapter introduces 10 new prestige classes. This is a somewhat light load of prestige classes in comparison to earlier books in the series. The prestige classes are:

- Dread Pirate: Fairly straightforward in concept, the dread pirate is an experienced and successful pirate. The dread pirate has a slightly reduced complement of skills (compared to a rogue) in exchange for a slightly increased combat ability and class abilities that allow him to maneuver better on ship and command a crew of unruly pirates.

- Dungeon Delver: The dungeon delver is a character specialized in overcoming the threats associated with the classical trap-laden underground dungeon.

- Fang of Lolth: This unusual class is the victim of a hideous ruse. The fang of Lolth is created when a rogue or bard attempts the Use Magic Device skill on a booby-trapped magic item made by followers of Lolth, the dark elf spider-goddess. As the character gains levels, she slowly becomes more spider-like.

- Outlaw of the Crimson Road: This class is meant to represent a legendary highwayman or bandit.

- Royal Explorer: The first class to go really off the beaten path, the royal explorer represents a character charged with charting and exploring unknown realms. Class features include the ability to interface better with new cultures and to operate and avoid getting lost in uncharted territory.

- Spymaster: This is, quite simply, a character with a penchant for uncovering secrets - a spy. Class abilities assist the character in establishing a cover identity and avoiding detection in a fantasy setting with all too many means of magical divination.

- Temple Raider of Olidammara: This character is a follower of a thief-deity who spends time divesting other faiths of their treasures. The temple raider's class abilities are fairly standard for a rogue, but the class has a reduced skill progression (compared to a rogue) in exchange for divine spellcasting abilities.

- Theif-Acrobat: This prestige class represents an accomplished cat-burglar type character. The class abilities allow the character to maneuver better and use his acrobatic skills. For some reason, the character is required to be a member of a thief's guild. Is there no such thing as an independent cat-burglar?

- Vigilante: The vigilante is a character who has a burning desire to "take a bite out of crime." This is your Batman or Punisher type figure. The vigilante has a decent skill allotment, and some fairly gratuitous spellcasting and spell-like class abilities.

- Virtuoso: The virtuoso is a heavily musically inclined spellcasting character. Primarily targeted at bards, the virtuoso receives full spellcasting advancement and some music-related spell-like abilities in exchange for combat abilities that are less impressive than a bard's.

As you can see, the selection of prestige classes strongly leans toward current members of the rogue class. I think that the book could have used a few more classes that appeal to either rogues or bards (perhaps classes chiefly concerned with social skills). Further, there should have been more than one class to expand the options of bard characters.

Yet the classes that are here do seem fairly playable. Some DMs may take issue with how easily spellcasting and spell-like abilities are handed out, but such classes may well be at home in other games.

Chapter 2: Skills and Feats

This chapter is actually quite large in comparison to similar sections in other books in the series. This may not surprise you, given that rogues are the primary skill users of the game. Thus, this chapter accommodates a lot more that is likely to be of direct concern to rogue and bard PCs.

The first matter the chapter covers is rules for the creation of poisons in the game. This task is represented by the Craft (poisonmaking) skill. I was somewhat surprised to see that Alchemy was not used in this billing; this was probably to make the vocation of poison making available to rogues as written. At the very least, I would expect Alchemy to provide a synergy bonus to Craft (poisonmaking).

The next section of the chapter is a system for making traps from scratch. The system provides a procedure for what is required to make a trap and tables describing the cost of various components of traps. The system is straightforward and provides for a broad variety of traps. Really, this system should have been in the Dungeon Master's Guide.

Under this system, the Craft (trapmaking) skill is used for non-magical traps, and the Craft Wondrous Items feat is used for magical traps.

In addition to the procedure and tables, 90 sample traps are provided, with some of each CR from 1 to 10. The trap write-ups are relatively simple; do not expect the lavish illustrations and descriptions that were the bread and butter of FFG's Traps & Treachery here. Some DMs, however, may not want or need detailed descriptions, which would be slightly out of place in this book. Further, if you would rather decide how a trap is laid out in your own adventure than trying to conceive how one of those illustrated in Traps & Treachery would fit, this section may be just what the DM ordered.

The next section is more in line with the format of previous books: new ways to use skills. It covers the use of the Hide skill to shadow others in a detailed fashion, the use of the Pick Pockets skill to conceal a weapon, and a variant of the use of the Tumble skill to avoid attacks of opportunity when moving through enemy squares that takes into account the enemy's abilities when doing so.

Finally comes the first section that players usually turn to after the prestige classes: the feats. The most basic sort of feat here are "double skill enhancers," i.e., feats that provide +2 to two skills. Presented here are Acrobatic (+2 to Jump and Tumble checks), Athletic (+2 to Swim and Climb checks), Charlatan (+2 on Bluff and Disguise checks), Persuasive (+2 to Bluff and Intimidate checks), Shadow (+2 to Hide and Spot checks when following someone), and Trustworthy (+2 to Diplomacy and Gather Information checks).

Some may debate the presence of these sorts of feats. Other d20 publishers have presented feats such as these, and some have complained that it makes Skill Focus useless. WotC has presented such feats as well, but until this book, they have always been limited to those who met certain requirements. For example, in the Forgotten Realms Campaign Setting, such feats were restricted by the character's background region; in Oriental Adventures, such feats were usually limited according to the character's ancestral clan. It does seem to me, though, that these feats do a good job in defining a character's forte.

Some other feats of interest are:

- Alluring: A slightly different take on "double enhancers," providing +2 to Diplomacy checks and a +2 DC on mind-affecting spells.

- Arterial Strike: A character with the sneak attack ability may trade 1d6 worth of sneak attack to cause bleeding much as a wounding weapon does.

- Extra Music: This allows the bard extra uses of her music ability each day.

- Fleet of Foot: While running, your character can make one direction change.

- Flick of the Wrist: If you do a quick draw of a light weapon, you may do a sneak attack with it (once per combat).

- Jack of All Trades: You can use any skill untrained. (This reminds me of the Jack of All Trades skill in classic Traveller.)

Chapter 3: Bard and Rogue Equipment

Chapter 3 focuses on the tools of the trade of bards and rogues.

A significant part of the chapter is devoted to musical instruments and their use. On the surface, it is merely a laundry list of instruments to select from if you want something interesting for your bard. The listings, however, include benefits that may arise from using such instruments. For example, an alphorn lets the bard use bardic abilities at extreme range, and bagpipes can be used to inflict morale penalties on an enemy. On one hand, this can be seen as an interesting way to bring the unique aspects of the instruments to life in the rules. On the other hand, one might perceive it as a power boost for the bard. Yet the abilities of the instruments are of such a scope that I seriously doubt game balance is in jeopardy.

A number of new weapons are presented in the chapter of primary interest to rogues and bards. Okay, most are of primary interest to rogues, such as garrotes and grapnel-firing crossbows. The one item that appeared targeted to bards - a bayonet for deployment on musical instruments - seemed somewhat silly to me.

A number of items of non-magical thief gear are presented. They include relatively mundane items such as double-sided clothing, collars used to protect against garroting, long distance thief tools, and slightly more remarkable toys such as the mechanical burglar (automatically picks simple locks) and reverse locks (a lock that tricks the thief into locking it).

Finally, the chapter introduces a number of magic items of special interest to thieves and bards. Some examples are breaker bottles (bottles that are normally difficult to shatter, but break when the command word is uttered), jumping caltrops, and a variety of magical instruments. These instruments have a Perform requirement and have some spell-like abilities, similar in concept to the magical bard instruments that were in 1st edition AD&D and were reintroduced in Magic of Faerun, but they are not the same instruments.

Chapter 4: Organizations for Bards and Rogues

This chapter presents ten thieves' guilds and seven bardic colleges for use in the campaign or as a resource for character backgrounds.

The thieves' guilds, unlike organizations presented in the previous classbooks, are actually quite generic and can be easily added to most D&D campaigns. The concepts are fairly basic and widely applicable, such as the standard guild, the mob, the neighborhood gang, smugglers, assassin's guild, and so on. Each has ideas for rules in the guild, advancement, assets, goals, conflicts, and hooks, and many have example guilds with NPCs.

The bard colleges are perhaps a bit more specific, owing in part to the particular angle WotC has taken on the bard in this book. You should, though, still be able to use most of these organizations in a standard game, and there are few painfully campaign-specific items.

Chapter 5: You and the World Around You

This section provides some snippets of advice for players of rogue and bard characters. Each character class has a similarly organized section devoted to it. Role in the Campaign provides some general insights to what types of activities such a character will be suited to in the game. Role in the Game takes a look at the more mechanical aspects of the character class in the game and dispenses some specific advice for getting the most out of your class abilities and things to watch out for. Motivation provides some ideas for what might drive the rogue or bard character in a campaign. Relations with Other Classes gives a class-by-class breakdown depicting how a rogue or bard might view members of other classes.

Ultimately, these sections are of the most use to inexperienced role-players, though the mechanics-oriented sections may provide the more experienced players with some insights to the system that they might have missed.

The last part of the chapter is a section entitled Special Combat Options. It provides advice on handling flanking and sneak attack situations, and provides new rules for handling garrote attacks.

Chapter 6: Spells

Yes, this book has spells in it! Not only are new spells provided for bards, but new spells are also provided for members of the assassin prestige class.

The attention paid to assassins is minimal. Assassins only receive one additional spell of each level. They are of good utility to an assassin, however. Absorb weapon allows an assassin to hide a weapon inside his body. Sniper's eye affords the assassin keen senses, giving him darkvision and extending the maximum range for sneak attacks.

The bard receives 3-6 new spells per level. The bard spells are likewise of good utility, and there are a lot of good ideas among the spells. Follow the leader sounds like the spell the pied piper must have used: it compels those hearing the music to follow the bard (I'll forgive that the number and type of creatures following the character in the illustration seem to exceed the limits of the spell . . .). Zone of silence keeps people outside of the area of effect from eavesdropping on those within.

Summary

I found the quality of the content of Song & Silence to be very good in general. I saw no classes or feats that stuck out as being abusive or confusing, nor did I see out of place "artifacts of previous versions" that plagued every single classbook to date.

Further, I was impressed that, for the most part, this book was rather campaign-neutral - with the glaring exception of the fang of Lolth prestige class. Most of the material should be suitable for a wide variety of campaigns.

I was, though, taken aback by how much this book was slanted toward rogues vice bards, and how it seemed to be of more use to a DM than a player. It seems as if the bard, overspecialized as it is, really could have used more material to expand it; this book seemed merely to funnel it further down the same path. There are plenty of loremaster and singer concepts that spring from other cultures that could have been used to give the bard more options, some of which were examined in the 2nd edition AD&D Complete Bard's Handbook. Song & Silence doesn't dare to stray to far from the basic bard concept.

-Alan D. Kohler
 

The ultimate guide to customizing bards and rogues, this sourcebook explores two of the most versatile character classes in the Dungeons & Dragons game. Dungeon Masters and players alike will find the in-depth information an invaluable resource when creating and customizing characters.

Song and Silence: A Guidebook to Bards and Rogues contains information on new prestige classes, feats, equipment, and suggestions for building specific character types. The book also features additional applications of existing skills.
 

The best among the class books so far the Song and Silence is still not what it could have been.

I was rather disenchanted with the WotC class-book series so far. So much so that after inital reviews which were largely negative I was seriously considering not buying the SoS. I got it in the end for completness sake and must say that I am not sorry I did. That said, there is still many things I would like tyo have seen done differently.

First to say that the production values are excellent which by now we have come to expect from WotC. Cover is, in my oppinion, best of all class books and interior art is clear and well done. I am not a great nit-picker in that respect but it seems to be decently edited.

Prestige classes are decent.
-Dread Pirate is another take on the pirate I guess it is as good as Mongoose's Bucaneer or whatever is to come in "Seafarer's Guide". Actualy, this is probably the one I am most likel;y to use (so far at least).
-Dungeon Delver is fairly cool concept and altrought verges on unbalanced it is, I believe, still OK.
-Fang of Lolth is very campaign specific and as such unlikely to be used much but is good as it shows us how far the concept can be stretched.
-Outlaw of the Crimison Road, which is a fancy name for the Highwayman is probably my favourite in the book. Interesting and filling a very important niche.
-Royal Explorer is a fairly niffty NPC class. Also have that campaign specific flavour which I like, because it makes clases actualy feel prestiege...
-Spymaster also tries for an important nieche but is not as succesfull as the OotCR. In attempt to cever all the bases of spying they made the class very unbalanced. In that sense this is probably the worst offender in the book. Nothing like the Hospitaler to be sure but nothing I will be allowing IMC either.
-Temple Robber is another campaign specific and adorable class. Indiana Jones-esque to the extreme it is something I realy would like to play.
-Thief Acrobat is an old favourite and is done justice here. Different enough from the rogue to justify the separate class and still balanced.
-As Vigilante goes I prefer the R&R version but at least it is reasonably balanced.
-Virtuoso is another unbalanced p-class. Alternatvely it can be tought of as an attempt to rebalance Bard with the other classes by those who think that bards are too weak. It can be dangerous if taken by Sorcerers as it gives them a lot of Bardic abilities. Probably another not-IMC.

Poison section is good if a bit to short. Describing different poisons their aplications, effects and means of production strikes me as a much better use of the space in the Rogue manual then some later bits of this book. Hopefully this will be done by the Alchemical book by Bastion but it would not be amss here. Traps bit is obviously miles behind one in T&T and surprisingly long given the short treatment of Poisons but for those that do not own T&T it does cover an important ground. Maybe it would be better used in the upcoming book of challenges as iut is largely DM material. I am not sure. New info on Hiding is usefull especialy for novice DM'sand new tumble rules are indeed more realistic.

Feats seem balanced and fro the reaction of my players rather playable - this book is the first one of all class books that had my players actualy take a feat(s) out of. Arterial Armour and Flick of the Wrist are powerfull combat feats for rogues that do add the flavour to the game.

Most of the rest of the book (that is to say a bit less then a half) is sadly almost useless. Pages uppon pages are spend on description of musical instruments of all shapes and sizes. I understand that a bone need to be thrown to the bard but almost anything else would have been more usefull use of space. Magical items are of the bland variety like those in the other class books and organizations are incredibly boring (I still do not understand why is the organizations chapter so important top be included in each class-book). Some rules clarification is included in a back - a usefull concept which I wish they had thought of before. Flanking, sneak attacks and garroting are all given Sage-like review. Finaly there is obligatory compliment of the new spells that compete in blandness with the magic items.

All in all, feats and prestige classes in this book have been done well - much better then in previous classbooks. Editing seems to have imporved and standardly dreary WotC prose is a tiny bit better. On the other hand too much of the book is given to the run-of-the-mill filler text and lack of focus make sure that this book is miles behind "Traps and Treachery" as a rogue's suplement for d20.
 

The Core-Class Guidebooks are more than half finished (with only the Rangers, Druids and Barbarians left) and it looks as if WOTC has finally figured out what the readers want.

This 96 page handbook is less of a Guidebook and more of an appendix to the Dungeon Masters Guide... but that's a GOOD thing.
Song and Silence cuts through the effluvia and gets down to business on page one.

First presented are the Prestige classes (including the much missed Thief-Acrobat) and moves straight to the Feats and Skills. As you can see below, the book is laid out in a economical and no-nonsense manner.

Chapter 1 - Prestige Classes
-Dread Pirate
-Dungeon Delver
-Fang of Lloth
-Outlaw of the Crimson Road
-Royal Explorer
-Spymaster
-Temple Raider of Olidammara
-Thief-acrobat
-Vigilante
-Virtuoso
Chapter 2 - Skills and Feats
-Primer on Poison
-Do-it-yourself Traps
-New ways to use skills
-Feats
Chapter 3 - Bard and Rogue Equipment
-Bards and their instruments
-Undead Bards
-New Weapons
-Thief Gear
-Magic Items
Chapter 4 - Organizations for Bards and Rogues
-Ten Thieves Guilds
-Bardic Colleges
Chapter 5 - You and the world around you
-The Rogue
-The Bard
Role in the Campaign
-Role in the Game
-Motivations
-Relationship with Others
-Special Combat Options
Chapter 6 - Spells
-New Assassin Spells
-New Bard Spells
-New Spells

Finally, Song and Silence is of equal value to players and DM's alike, the artwork is first rate and the prose is entertaining as well as enlightening.

Another win for WOTC.
 


Wow, I love Presige classes, this book has lots of em so it is a good book.

Guess again, not everyone likes a book because it has prestige classes. A good reviews look at EVERYTHING a book has to offer, not just the prestige classes. It also looks at the quality of the book at an objective viewpoint.
 

Song & Silence is the fourth of five "class books" published by Wizards of the Coast.

Percent of OGC: None

First Impressions: I thought of the brownies from Willow when Willow tried to "heal" Finn Razel but wound up turning her into a raven instead - "boy, the Nelwyn really butchered that one..." This was a book that I felt had a lot of promise but instead wound up falling flat on its face by missing the obvious and focusing on the trivial. When a good percentage of the book is equipment/instruments that provide a +2 bonus here but a -2 penalty there, you know WotC is reaching for material - and the sad thing is, they didn't need to. The next thing I thought was, "why did they call this 'Song & Silence?' As far as I can tell, it is mostly 'Silence' and little 'Song' to speak of."

Initial Annoyances: Where the heck is the stuff for bards? One lousy prestige class? A few spells? Is that it? No, a whole bunch of (non-magical) instruments doesn't do it for me. How on earth did WotC drop the ball on expanding bards so badly? The section I thought was the strength of the book (and that's not saying much) - the traps section - was not nearly as well-developed as Traps & Treachery (which had been on the market for some time before this book came along, so the parallel development defense is a hard one to claim). I guess I was most annoyed that while fighters and monks got new combat maneuvers (some in the form of Feats), wizards and sorcerers got new spells and flavorful metamagic feats, clerics and paladins got new uses for their "Turn" ability, bards and rogues got... um... ahem... "Batman's utility belt." The focus on equipment (which any class can use, by the way) rather than class abilities really turned me off.

Chapter Summaries:

Chapter One is the obligatory Prestige Class chapter. I found most of the prestige classes to be either uninspiring, out of place for rogues, or flat-out ridiculous. Uninspiring - the dungeon delver, whose specialty is overcoming trapped dungeons - pardon my naivete, but ever since the inception of D&D, wasn't the reason you have a thief - er - rogue in the party to begin with because he can detect/disarm traps? This is just a skill set - there's nothing "Prestige" about it. Out of Place - the Dread Pirate (Leadership Feat and skill selection) and the Royal Explorer (what he heck? This is Expert or Aristocrat stuff). Ridiculous - The Fang of Lolth should have been a template, not a class, and is FR-specific. The Virtuoso was a nice touch for bards, but again, seem to be more of an Expert-ish class (poor combat skills in exchange for a few more music abilities? Please help me out here in understanding why a character would take this class). The only class that struck me as truly apt for bards/rogues was the Spymaster - and even that was poorly executed with the mechanical concept of "cover identities" (that is IMO in the realm of roleplaying), though the mechanical concept of avoiding detection amid a magic-rich world was good. The thief-acrobat is a throwback to Unearthed Arcana and was a welcome addition for nostalgic purposes, if not game purposes (again, "Skill Set" and "Feat Chain" come to mind rather than "Prestige Class").

Chapter two discusses new Feats and Skills. The Feats were almost universally awful... a lot more of the +2/+2 Feats that I would have liked to see. I DID like things like "Green Ear" (allows a bard to affect Plants with his music ability), however... had a little more time been spent following these veins (in the Prestige Class Chapter, perhaps), it could have made a huge difference. Green Ear is the type of Feat I expect from a book like this - one that opens up new avenues for characters. Unfortunately, such Feats were few and VERY far between. The Skills section, by contrast, is actually quite good - while I would have preferred to see poison-making fall under Alchemy (mineral poisons) or Herbalism (vegetable poisons) or Wilderness Lore (animal poisons), I suppose a catch-all Craft skill is okay, too. I do think that a synergy bonus for having ranks in the above would have been nice, though. The trapmaking section is not too bad, and I have to agree with Psion on this one - this should have been in the DMG. The rules are not quite as well-explained as those in Traps and Treachery, but they certainly do the job for those who don't own T&T. The rules are flexible and provide a wide variety of options. This section is not bad, in fact, they're quite good - it's just that they're not quite as good IMO as T&T... and since they were published well after T&T was, that's a bit of a problem. The "stat blocks" for a boatload of traps are nice, though. Not to beat a dead horse, this section of the book is really good - it's just that T&T was a little better. Finally, we have the "new uses for old skills" section - again, a very well-done treatment of how to use existing skills to handle a few slightly unusual player actions (e.g., concealing a weapon and shadowing a mark). The variant Tumble rules, which make it possible for a 20th-level fighter to get an Attack of Opportunity on that 5th-level halfling monk with the 20 Dexterity and Skill Focus: Tumble again were a welcome addition as well. Overall, while the Feats were awful, the Skills section was probably the strongest of all the sections in the book.

Chapter three represents all that was wrong with this book to me... this was the "utility belt" chapter. It starts with a huge list of instruments your bard can select from. Each of these instruments has a minor game mechanic effect (to the tune of "gives a +2 bonus to your DC when using your Fascinate ability but makes it more difficult to use your Inspire Courage ability.") One or two would have been okay, but dozens? Come on. A quick list in a table would have been more than sufficient. The only thing I can think of as justification for including this is, "filler material to make the 96-page count." The weapons and equipment presented the rest of the way are more or less entirely for thieves - oops, rogues - except for the "instrument bayonet" for bards. I liked grapnel-firing crossbows, and it seems to me that to a certain degree, a thief IS cool because of his "utility belt" but I could have done without double-sided clothing. The section on magic items is useful... there are some low-powered, but cool ideas in here, and the magical bardic instruments were okay, though not show-stopping.

Chapter four runs down organizations for bards and rogues... these are fairly universally adaptable, and the examples are appreciated. I did not particularly feel like I needed them, having seen this sort of thing in the Complete Rogue's Handbook (among other places) but DMs without access to vast libraries of past material - particularly DMs new to the D&D scene (and there will always be DMs like this) will find this very helpful. That's fine - I don't expect everything to be aimed at veterans of roleplaying and the write-ups are decent to good, even if I expect to find little utility in them for myself.

Chapter five gives role-playing advice (and a little bit of mechanical insight) for playing given classes. This is standard fare in these books and again seems targeted for newer players/DMs. I found them nearly useless, but since this book has to be all things to all people, I could let it slide... if not for the fact that they were also poorly written and repetitive. The highlight of this chapter is "flanking 101" wherein flanking and sneak attacks are explained (with visual examples) to help you know when the rogue gets to use his sneak attack damage.

Chapter six throws a few spells out there to add to the bard and assassin (an outgrowth of rogue, I suppose). The assassin spells are good, and well-suited to the assassin's abilities, but the bard spells were disappointing to me. Many of the spells well could have been (and should have been) re-worked to go within the framework of the Bard's musical ability (e.g., Follow the Leader, which reminds of nothing so much as the Pied Piper of Hamlin). Bards are limited enough as spellcasters and adding spells like this does nothing to make them more flexible - it only adds more niches for them to specialize given their limited number of spells knonw. More attention needs to be paid to their neglected music abilities, IMO - that way spells are just part of who a bard is, and they get a chance to shine with something no other class has. Showcasing spells should be the province of the sorcerer/wizard, not the bard. Right idea, wrong execution.

Presentation: Overall, the presentation was good. The quality was high, the illustrations were decent - and relevant - and the book seemed well-organized. No real complaints here, but nothing that struck me as, "wow, well done!"

Conclusion: Unfortunately, the conclusion I came to was the same as my first impression. This book was a huge disappointment. It had some promising ideas, but wound up executing them all wrong - or (more often) focusing on the wrong ones. The traps section was good. A few of the Feats were excellent. The presentation and artwork and layout of the book was excellent. Unfortunately, just about everything else wound up falling on its face. There are some good points in here, but there are too many other products that work a lot better than this one for me to recommend it. It's not a good book. It's not even average. Good production values and a few isolated gems save it from an "appalling" rating but it's a low "poor" at best. Few products have disappointed me as greatly as this one.

--The Sigil
October 16, 2002
 

You have pretty much summed up my feelings on this book, but I would like to point out a slight error. The Fang of Lolth is not Forgotten Realms specific. Lolth and her followers are also present in Greyhawk, they are less pominent on Oerth than they are on Toril, but they are present on Oerth nonetheless.
 

Remove ads

Top