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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Swashbuckling Adventures
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009932" data-attributes="member: 18387"><p>Note: I bought this book to use as a sourcebook for my D&D campaign. I do not intend to use it to run a game in the world of Theah.</p><p></p><p>This book is great for anyone who would like to run a swashbuckling campaign.</p><p></p><p>The rules do not work well if simply dropped into a standard Dungeons and Dragons campaign, but with a little bit of work, you can reap large rewards. The main problem that I have seen is that the classes and feats from the Swashbukling Adventures book are not very compatible with those from the D&D PHB. Magic would rock the world of Theah, and the dextrous experts of unarmored combat tear apart heavy armor fighters. An example of unbalance is the Unarmored Defense Proficiency feat. It provides the character with a moderate bonus to his/her BASE armor class contingent upon level. A mid-level character with one or more Unarmored Defense Proficiency feat is almost invulnerable to touch attacks. In addition, because the bonus is to the character's base, being caught flat-footed is hardly a penalty.</p><p></p><p>The rules would work very well if you were trying to create a city based D&D campaign with a low magic level. Swashbuckling Adventures adds many options to create unique characters reminiscent of The Three Musketeers. There are numerous feats that expand a character's class skills. IMHO this is essential for a city based campaign. These feats allow classes with limited class skills to gain access to the skills that are very important to a city campaign such as bluff, diplomacy, gather information, etc.</p><p></p><p>The equipment chapter is one of the best. It provides many sword modifications that add flavor and specific bonuses. These help make up for a lack of magic and magical weapons. This chapter can be very useful in generating ideas for low-magic campaigns or for equipment with flavor. An example of sword modifications is a serrated blade which provides the bonus of an increased critical multiplier.</p><p></p><p>Only 40 of the 234 pages of non-appendix material are devoted to the Theah campaign setting. Because Theah is based on Renaissance Europe, this material couple potentially be useful to many DMs. The remainder of the book is devoted to new classes, feats, and mechanics dealing with a swashbuckling, city campaign.</p><p></p><p>I highly recommend this book.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009932, member: 18387"] Note: I bought this book to use as a sourcebook for my D&D campaign. I do not intend to use it to run a game in the world of Theah. This book is great for anyone who would like to run a swashbuckling campaign. The rules do not work well if simply dropped into a standard Dungeons and Dragons campaign, but with a little bit of work, you can reap large rewards. The main problem that I have seen is that the classes and feats from the Swashbukling Adventures book are not very compatible with those from the D&D PHB. Magic would rock the world of Theah, and the dextrous experts of unarmored combat tear apart heavy armor fighters. An example of unbalance is the Unarmored Defense Proficiency feat. It provides the character with a moderate bonus to his/her BASE armor class contingent upon level. A mid-level character with one or more Unarmored Defense Proficiency feat is almost invulnerable to touch attacks. In addition, because the bonus is to the character's base, being caught flat-footed is hardly a penalty. The rules would work very well if you were trying to create a city based D&D campaign with a low magic level. Swashbuckling Adventures adds many options to create unique characters reminiscent of The Three Musketeers. There are numerous feats that expand a character's class skills. IMHO this is essential for a city based campaign. These feats allow classes with limited class skills to gain access to the skills that are very important to a city campaign such as bluff, diplomacy, gather information, etc. The equipment chapter is one of the best. It provides many sword modifications that add flavor and specific bonuses. These help make up for a lack of magic and magical weapons. This chapter can be very useful in generating ideas for low-magic campaigns or for equipment with flavor. An example of sword modifications is a serrated blade which provides the bonus of an increased critical multiplier. Only 40 of the 234 pages of non-appendix material are devoted to the Theah campaign setting. Because Theah is based on Renaissance Europe, this material couple potentially be useful to many DMs. The remainder of the book is devoted to new classes, feats, and mechanics dealing with a swashbuckling, city campaign. I highly recommend this book. [/QUOTE]
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