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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="Blacksad" data-source="post: 2008068" data-attributes="member: 1359"><p>I shall comment on the description on the backcover wich tell you what you can expect from this book:</p><p></p><p>1)"New feats, prestige classes, weapons, and equipement."</p><p></p><p>Feats in this book are not that bad, but they need clarification, either check sage advice or errata when they appear.</p><p></p><p>Prestige classes needs correction but don't run for them, the prestige class are more example than pick an play, there is some world specific like red avenger and knight protector or generic like duelist and weapon master, but the DM would probably change requirements and/or class features.</p><p></p><p>Their is a too short table about wich D&D weapons is the equvalent for historical weapons, and a table with new weapons, but lots of them are unbalanced : they are all exotic weapon, small battlepick gnome 1d6 x4, large fullblade 1d12 19-20 x2, large mercurial greatsword 2d8 x4, and so on...</p><p></p><p>Some new magical items (nothing to be crazy for), two-person chariot and halfling war-wagon is all the new equipement.</p><p>As a side note, the author gives with the chariot combat rules to use it, and it appears as usefull as mounted combat (same feats same DC), but nothing to say that chariot combat was good in roman time but far less usefull latter, you can't make a mounted charge without saddle and stirrup, but once you have them, you haven't to care about a chariot wich can be easily broken with a single blow in a wheel, or slow to change side in a fight.</p><p></p><p>2)"Information about special organizations such as Red Avengers and the Knight Protectors."</p><p></p><p>You use Greyhawk, they might be usefull, I don't know.</p><p></p><p>You need new organizations for your world, they aren't fun or exceptionnal, and there is no advice for beginner on how to make your own (with advice like secrety, which elemnt fell knightly...).</p><p></p><p>3)"Maps of locations that fighters and monks frequent: guard towers, monasteries, and a gladiatorial arena."</p><p></p><p>16 pages (in a 96 pages B&W book) with maps and generic description for castles, and the like, if your an experienced DM, you probably have similar maps and description in your collection, but it might be usefull to have the description and the map in a single book.</p><p></p><p>Now, comments on what else is in this book:</p><p>-chapter 1: feats and skills, new use for some skill, good advice.</p><p>-chapter 2: prestige classes (see above)</p><p>-chapter 3: wordly matters, roles of fighter & monks in the campaign, and racial issue -> it's great, it gives restriction on playing dwarf and gnomes monks, against the new D&D philosophie of no racial restriction (4 lost pages)</p><p>-chapter 4: advice on customization of character, usefull for player, worthless for DM, most of the book needing DM aproval, perhaps some lost pages here too.</p><p>But you get advice on how to fight, tactics, statistic of some combat factors, monstrous fighter or monk (speed, unarmed damage and new feats), 2 examples of combats, and good rules variants, usefull to learn the mechanics of the games, and produce good challenge for the player using the game mechanics without overpowering the monster.</p><p>-chapter 5: equipement & maps (see above)</p><p></p><p>Conclusion: if it's for a DM, she (or he as you like) might found usefull item and advice, but it's definitly not for player or as much as the DMG is for player.</p></blockquote><p></p>
[QUOTE="Blacksad, post: 2008068, member: 1359"] I shall comment on the description on the backcover wich tell you what you can expect from this book: 1)"New feats, prestige classes, weapons, and equipement." Feats in this book are not that bad, but they need clarification, either check sage advice or errata when they appear. Prestige classes needs correction but don't run for them, the prestige class are more example than pick an play, there is some world specific like red avenger and knight protector or generic like duelist and weapon master, but the DM would probably change requirements and/or class features. Their is a too short table about wich D&D weapons is the equvalent for historical weapons, and a table with new weapons, but lots of them are unbalanced : they are all exotic weapon, small battlepick gnome 1d6 x4, large fullblade 1d12 19-20 x2, large mercurial greatsword 2d8 x4, and so on... Some new magical items (nothing to be crazy for), two-person chariot and halfling war-wagon is all the new equipement. As a side note, the author gives with the chariot combat rules to use it, and it appears as usefull as mounted combat (same feats same DC), but nothing to say that chariot combat was good in roman time but far less usefull latter, you can't make a mounted charge without saddle and stirrup, but once you have them, you haven't to care about a chariot wich can be easily broken with a single blow in a wheel, or slow to change side in a fight. 2)"Information about special organizations such as Red Avengers and the Knight Protectors." You use Greyhawk, they might be usefull, I don't know. You need new organizations for your world, they aren't fun or exceptionnal, and there is no advice for beginner on how to make your own (with advice like secrety, which elemnt fell knightly...). 3)"Maps of locations that fighters and monks frequent: guard towers, monasteries, and a gladiatorial arena." 16 pages (in a 96 pages B&W book) with maps and generic description for castles, and the like, if your an experienced DM, you probably have similar maps and description in your collection, but it might be usefull to have the description and the map in a single book. Now, comments on what else is in this book: -chapter 1: feats and skills, new use for some skill, good advice. -chapter 2: prestige classes (see above) -chapter 3: wordly matters, roles of fighter & monks in the campaign, and racial issue -> it's great, it gives restriction on playing dwarf and gnomes monks, against the new D&D philosophie of no racial restriction (4 lost pages) -chapter 4: advice on customization of character, usefull for player, worthless for DM, most of the book needing DM aproval, perhaps some lost pages here too. But you get advice on how to fight, tactics, statistic of some combat factors, monstrous fighter or monk (speed, unarmed damage and new feats), 2 examples of combats, and good rules variants, usefull to learn the mechanics of the games, and produce good challenge for the player using the game mechanics without overpowering the monster. -chapter 5: equipement & maps (see above) Conclusion: if it's for a DM, she (or he as you like) might found usefull item and advice, but it's definitly not for player or as much as the DMG is for player. [/QUOTE]
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