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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009327" data-attributes="member: 18387"><p>For those of you looking for a good read, this is not the product to buy. Rather, this product is packed with excellent hard core information to adventure in the world of espionage. It is like reading a facts and rules book. Quite dry if you are interested in the world and backstory which are not covered in this product.</p><p></p><p>Classes are all new with the Faceman (Master of Disguise), Fixer (Modern Day Expert Burglar), Pointman (The Leader), Snoop (Computer Whizz), Soldier (Combat Specialist), and Wheeler (Ace Pilot). It is good to note that one's Defense Bonus increases substantially in line with your other skills. I find that one of D&D's weaknesses is that everything increases apart from one's Armour Class.</p><p></p><p>There are numerous new skills and feats. The feats are especially well done, adding to the flavour of the genre as a whole. I find that the quality and variety of the Unarmed Combat feats included here surpasses that of Oriental Adventures, capturing the feel of martial arts much more effectively. For example, there is an ability under "Dodging Mastery" called Iron Man where one can tense his muscles to reduce damage taken (like being smashed with wooden planks and shrugging them off). </p><p></p><p>What is a Super Spy without his / her nifty gear ? The Gear Chapter is over 50 pages packed with equipment and gadgets. The amount of equipment (including vehicles) and gadgets one can have are generally limited by money, Budget Points and Gadget Points; factored already into the character creation process. With new equipment comes new rules for their handling which are all pretty intuitive and expanded upon for vehicles in the Chases Chapter whereby a system for resolving all types of chases is detailed (land, sea, air).</p><p></p><p>The last two Chapters, being Tradecraft (flavouring of what Super Spy adventures are all about) and Control (ala GM's section) are well done with plenty of support for designing Masterminds and various Organisations. Handy information are available for running a world spanning campaign such as a Travel Time Table.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009327, member: 18387"] For those of you looking for a good read, this is not the product to buy. Rather, this product is packed with excellent hard core information to adventure in the world of espionage. It is like reading a facts and rules book. Quite dry if you are interested in the world and backstory which are not covered in this product. Classes are all new with the Faceman (Master of Disguise), Fixer (Modern Day Expert Burglar), Pointman (The Leader), Snoop (Computer Whizz), Soldier (Combat Specialist), and Wheeler (Ace Pilot). It is good to note that one's Defense Bonus increases substantially in line with your other skills. I find that one of D&D's weaknesses is that everything increases apart from one's Armour Class. There are numerous new skills and feats. The feats are especially well done, adding to the flavour of the genre as a whole. I find that the quality and variety of the Unarmed Combat feats included here surpasses that of Oriental Adventures, capturing the feel of martial arts much more effectively. For example, there is an ability under "Dodging Mastery" called Iron Man where one can tense his muscles to reduce damage taken (like being smashed with wooden planks and shrugging them off). What is a Super Spy without his / her nifty gear ? The Gear Chapter is over 50 pages packed with equipment and gadgets. The amount of equipment (including vehicles) and gadgets one can have are generally limited by money, Budget Points and Gadget Points; factored already into the character creation process. With new equipment comes new rules for their handling which are all pretty intuitive and expanded upon for vehicles in the Chases Chapter whereby a system for resolving all types of chases is detailed (land, sea, air). The last two Chapters, being Tradecraft (flavouring of what Super Spy adventures are all about) and Control (ala GM's section) are well done with plenty of support for designing Masterminds and various Organisations. Handy information are available for running a world spanning campaign such as a Travel Time Table. [/QUOTE]
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