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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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The Wheel of Time Roleplaying Game
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010014" data-attributes="member: 18387"><p><strong>By Bruce Boughner, Staff Reviewer d20 Magazine Rack and Co-host of Mortality Radio</strong></p><p><strong></strong></p><p><strong>Sizing Up the Target</strong></p><p>The Wheel of Time is a 317-page hardcover world book published by Wizards of the Coast. The authors are Charles Ryan, Steven S. Long, Christian Moore, Owen K.C. Stephens. The cover is painted by Darrel K. Sweet, and is an Ogier and two adventurers entering a gate. The interior art is by a number of Wizards of the Coast regulars and is available for $39.95.</p><p></p><p><strong>First Blood</strong></p><p>The book, based on the popular series of novels by Robert Jordan, opens with a Foreword from the author before going into the game mechanics. In this Foreword, Mr. Jordan admits to being a D&D fan, player and DM as his children were growing up and how they all went on to diverse careers richer for having played the game.</p><p></p><p>The authors then go on to define what the book is about and how it introduces and relates to the Wheel of Time series. Examples of types of characters, what you need to play and most importantly, what you need to read. Most of the material is set in the period of the novels where Rand al’Thor is revealed as the Dragon Reborn, but can be set in any era depicted in the novels. Further game terms are defined for those newcomers coming to the game from the novels and a fast character creation plan that lists 15 character templates.</p><p></p><p>As with the core books, ability scores are defined for WoT, as are backgrounds and races, feats, classes and skills. Differing from D&D in that there are only seven classes: Algai’d’siswai (desert warriors), Armsmen (warrior), Initiate (cleric/sorcerer), Noble, Wanderer (bard), Wilder (sorcerer), and Woodsman (ranger). Even skills lost in antiquity are listed. Equipment and money for the Wheel are next, with some very nice illustrations of equipments, arms and armor. Special equipment such as acid, rockets and masterwork weapons are also listed.</p><p></p><p>A lengthy description of how combat works follows. Examples of combat rouns go first, followed by how to insert bonuses, attacks, defenses, hit point usage, initiative and so forth, just as in the Player's Handbook. Close attacks, ranged attacks are shown with some very nice illustrations, showing how movement can affect the outcome or change the complexion of the battle.</p><p></p><p>Now comes the biggest difference between Wheel of Time and general D&D, the magic system. The One Power, given a short section on its history, is described as a force divided in use by sex. Women can only channel the saidar and men the saidin. The recognized users in their own minds are the Aes Sedai but other practitioners exist in other parts of the world. The power divides into elemental forces, air, earth, fire, water and spirit. Each channeler has an affinity to one or more of the elements. Channelers develop talents and learn to weave the elements into more powerful shapes. These weave are then described as spell-like castings.</p><p></p><p>Now the book leaves general descriptions for the players and goes in Game Mastering. A lot of very good general Dming advice is listed over the next few pages, nothing that hasn’t been given before though. How to handle characters play, generate adventure or build a campaign.</p><p>As in the Dungeon Masters Guide, prestige classes are then focused on. Nine new prestige classes such as the Aes Sedai, Blademaster and the Wolf Brother, a few NPC classes are also given. Special environmental encounters and how to handle the encounters caused by them.</p><p></p><p>The monsters of the Wheel of Time are then listed, given in Monster Manual format. The shadow-spawned Draghkar, the darkhounds, the dragon-like Raken and the goat-man Trollocs are samples of the creatures listed here.</p><p></p><p>There are ten books in this series of novels, each book is 300 pages or more and that means plenty of NPC’s of great importance. These characters are then listed before moving into a Gazetteer and history of the land. Full color maps are in each chapter section on the various important cities. Alternate worlds are outlined in chapter thirteen and then wondrous items are given.</p><p></p><p>A short adventure ends the book, a mission to raid some trollocs in their lair. A two-page character sheet and an advertisement for the novel series close the book.</p><p></p><p><strong>Critical Hits</strong></p><p>This is a gorgeous book, painted by some very talented artists. The artwork is exceptional. The cover is by one of fantasy novels most popular artists and the interior work exceeds expectations. The content is very general for the most part, rehashing a lot of ground covered in the core books. There is a lot of material that could have been gone over that is more than likely will be covered in future publications.</p><p></p><p><strong>Critical Misses</strong></p><p>I’m probably one of the few people who hasn’t read this series, as such, I found a lack of information that could probably explain the series to me. A more expanded gazetteer and history section, one that refers to specific books would be nice.</p><p></p><p><strong>Coup de Grace</strong></p><p>This product is a good entry-level product for those people who view this as The Wheel of Time Roleplaying Game and not a D&D game, which it isn’t. It covers a lot of material in a very handsome package and tries to hold the hands of the newcomer to role playing.</p><p></p><p><span style="color: rgb(243, 121, 52)">Mod Edit: suspect link removed.</span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010014, member: 18387"] [B]By Bruce Boughner, Staff Reviewer d20 Magazine Rack and Co-host of Mortality Radio Sizing Up the Target[/B] The Wheel of Time is a 317-page hardcover world book published by Wizards of the Coast. The authors are Charles Ryan, Steven S. Long, Christian Moore, Owen K.C. Stephens. The cover is painted by Darrel K. Sweet, and is an Ogier and two adventurers entering a gate. The interior art is by a number of Wizards of the Coast regulars and is available for $39.95. [B]First Blood[/B] The book, based on the popular series of novels by Robert Jordan, opens with a Foreword from the author before going into the game mechanics. In this Foreword, Mr. Jordan admits to being a D&D fan, player and DM as his children were growing up and how they all went on to diverse careers richer for having played the game. The authors then go on to define what the book is about and how it introduces and relates to the Wheel of Time series. Examples of types of characters, what you need to play and most importantly, what you need to read. Most of the material is set in the period of the novels where Rand al’Thor is revealed as the Dragon Reborn, but can be set in any era depicted in the novels. Further game terms are defined for those newcomers coming to the game from the novels and a fast character creation plan that lists 15 character templates. As with the core books, ability scores are defined for WoT, as are backgrounds and races, feats, classes and skills. Differing from D&D in that there are only seven classes: Algai’d’siswai (desert warriors), Armsmen (warrior), Initiate (cleric/sorcerer), Noble, Wanderer (bard), Wilder (sorcerer), and Woodsman (ranger). Even skills lost in antiquity are listed. Equipment and money for the Wheel are next, with some very nice illustrations of equipments, arms and armor. Special equipment such as acid, rockets and masterwork weapons are also listed. A lengthy description of how combat works follows. Examples of combat rouns go first, followed by how to insert bonuses, attacks, defenses, hit point usage, initiative and so forth, just as in the Player's Handbook. Close attacks, ranged attacks are shown with some very nice illustrations, showing how movement can affect the outcome or change the complexion of the battle. Now comes the biggest difference between Wheel of Time and general D&D, the magic system. The One Power, given a short section on its history, is described as a force divided in use by sex. Women can only channel the saidar and men the saidin. The recognized users in their own minds are the Aes Sedai but other practitioners exist in other parts of the world. The power divides into elemental forces, air, earth, fire, water and spirit. Each channeler has an affinity to one or more of the elements. Channelers develop talents and learn to weave the elements into more powerful shapes. These weave are then described as spell-like castings. Now the book leaves general descriptions for the players and goes in Game Mastering. A lot of very good general Dming advice is listed over the next few pages, nothing that hasn’t been given before though. How to handle characters play, generate adventure or build a campaign. As in the Dungeon Masters Guide, prestige classes are then focused on. Nine new prestige classes such as the Aes Sedai, Blademaster and the Wolf Brother, a few NPC classes are also given. Special environmental encounters and how to handle the encounters caused by them. The monsters of the Wheel of Time are then listed, given in Monster Manual format. The shadow-spawned Draghkar, the darkhounds, the dragon-like Raken and the goat-man Trollocs are samples of the creatures listed here. There are ten books in this series of novels, each book is 300 pages or more and that means plenty of NPC’s of great importance. These characters are then listed before moving into a Gazetteer and history of the land. Full color maps are in each chapter section on the various important cities. Alternate worlds are outlined in chapter thirteen and then wondrous items are given. A short adventure ends the book, a mission to raid some trollocs in their lair. A two-page character sheet and an advertisement for the novel series close the book. [B]Critical Hits[/B] This is a gorgeous book, painted by some very talented artists. The artwork is exceptional. The cover is by one of fantasy novels most popular artists and the interior work exceeds expectations. The content is very general for the most part, rehashing a lot of ground covered in the core books. There is a lot of material that could have been gone over that is more than likely will be covered in future publications. [B]Critical Misses[/B] I’m probably one of the few people who hasn’t read this series, as such, I found a lack of information that could probably explain the series to me. A more expanded gazetteer and history section, one that refers to specific books would be nice. [B]Coup de Grace[/B] This product is a good entry-level product for those people who view this as The Wheel of Time Roleplaying Game and not a D&D game, which it isn’t. It covers a lot of material in a very handsome package and tries to hold the hands of the newcomer to role playing. [COLOR=rgb(243, 121, 52)]Mod Edit: suspect link removed.[/COLOR] [/QUOTE]
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