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Tome and Blood
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<blockquote data-quote="Desdichado" data-source="post: 2008822" data-attributes="member: 2205"><p>As we continue through the released 3rd Edition "classbooks" the next we come to is <em>Tome and Blood</em> for wizards and sorcerors. Like the others, this is 96 pages, black and white, yadda, yadda, yadda. Wayne Reynolds is the exclusive interior illustrator (credited for a change!) which makes for a very good-looking book. I'd also give this book one of the best ratings: it's certainly not perfect, but it suffers little from the weaknesses previously seen in this series.</p><p></p><p>There is yet another chapter reorganization: for some reason the optimum structure has yet to be found, I guess. Chapter one is a combination of role-playing and mechanical advice, including the usual cliched attempts to describe how a basic wizard or sorceror should (or could, I probably oughtta say) fit into your campaign world, and how to "optimize" their performance. It also contains rules for new familiars, arcane organizations in the (Greyhawk) campaign world, and the requisite maps, buildings and such, some of which actually are a little bit interesting.</p><p></p><p>Chapter 2 is given entirely to feats, and like feats everywhere is a little hit or miss. I think most of these would find a use in <em>some</em> campaign: fewer of them will become widespread. Metamagic feats take up a large chunk of the section.</p><p></p><p>Chapter 3 is the prestige classes, and for the most part they're pretty good, although there's a few I think should't have ever seen light of day. There are certainly a few that make you wonder who would ever play one (candle caster, for instance) and a number that would make great NPC villains (True Necromancer, Acolyte of the Skin, Pale Master, for instance) and even a few that I imagine most DMs would roll their eyes at and ban (dragon disciple comes to mind, for instance.)</p><p></p><p>Chapter 4 is a smallish section on magic items, giving a few more, and chapter 5 is another meaty section on spells. This section goes literally all the way to the inside cover (not <em>on</em> the inside cover) so the book seems to just kinda stop.</p><p></p><p>Overall, this is probably the best of the classbooks to date: it gives actual <em>options</em> even if some of them are just alternate paths to similar concepts that already exits (mindbender for psion, dragon disciple for the half-dragon that few DMs will allow, elemental savant for the half-elemental that few DMs will allow, Acolyte of the skin for the half-fiend that few DMs will allow, etc.) But even if you don't like or won't use everything here, nothing is actually bad or useless, so I'd say the content level of this one is probably the best of the bunch.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2008822, member: 2205"] As we continue through the released 3rd Edition "classbooks" the next we come to is [i]Tome and Blood[/i] for wizards and sorcerors. Like the others, this is 96 pages, black and white, yadda, yadda, yadda. Wayne Reynolds is the exclusive interior illustrator (credited for a change!) which makes for a very good-looking book. I'd also give this book one of the best ratings: it's certainly not perfect, but it suffers little from the weaknesses previously seen in this series. There is yet another chapter reorganization: for some reason the optimum structure has yet to be found, I guess. Chapter one is a combination of role-playing and mechanical advice, including the usual cliched attempts to describe how a basic wizard or sorceror should (or could, I probably oughtta say) fit into your campaign world, and how to "optimize" their performance. It also contains rules for new familiars, arcane organizations in the (Greyhawk) campaign world, and the requisite maps, buildings and such, some of which actually are a little bit interesting. Chapter 2 is given entirely to feats, and like feats everywhere is a little hit or miss. I think most of these would find a use in [i]some[/i] campaign: fewer of them will become widespread. Metamagic feats take up a large chunk of the section. Chapter 3 is the prestige classes, and for the most part they're pretty good, although there's a few I think should't have ever seen light of day. There are certainly a few that make you wonder who would ever play one (candle caster, for instance) and a number that would make great NPC villains (True Necromancer, Acolyte of the Skin, Pale Master, for instance) and even a few that I imagine most DMs would roll their eyes at and ban (dragon disciple comes to mind, for instance.) Chapter 4 is a smallish section on magic items, giving a few more, and chapter 5 is another meaty section on spells. This section goes literally all the way to the inside cover (not [i]on[/i] the inside cover) so the book seems to just kinda stop. Overall, this is probably the best of the classbooks to date: it gives actual [i]options[/i] even if some of them are just alternate paths to similar concepts that already exits (mindbender for psion, dragon disciple for the half-dragon that few DMs will allow, elemental savant for the half-elemental that few DMs will allow, Acolyte of the skin for the half-fiend that few DMs will allow, etc.) But even if you don't like or won't use everything here, nothing is actually bad or useless, so I'd say the content level of this one is probably the best of the bunch. [/QUOTE]
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