Li Shenron
Legend
I am Li Shenron.
I started roleplaying regularly only at the birth of D&D third edition, therefore my knowledge of previous editions and also of other RPGs is very limited; on the other hand I have read almost all D&D books published by Wizards of the Coast and several from other publishers: the bright side of this (or dark side, depending on how you feel) is that I generally tend to evaluate a d20 product just as it is, as no equivalent was ever done before, which makes a review of mine being very much more useful to beginners of the game, just as I still am. Someone should care for newbies sometimes...
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The Lawful part of myself is very keen on strategy and balance of the rules, and this has always been since the first knowledge of D&Dnmcame to me. I have a background in mathematics and physics, and I am an avid reader of science books and magazines, which easily let me foresee many of the consequences of even small changes to the rules, potentially opening a contrast or otherwise exploitable (and dangerous) ambiguities or combinations. In general, I however tend to always give a ruleset a try "as it is" before pronouncing a sentence of... house rules.
The Chaotic part of myself in very keen on harvesting new and unique characters (as a player) or unique setting ideas (as a DM) all the time. When this side of mine takes the lead, rules become a tool to tailor one's desires or necessities, and flavor becomes the most important thing and at the same time what creates the rules rather than submit to them. "The rules are made for men, and not men for rules" could be my motto, although it is taken from someone far but far more important than myself.
The Good part of me likes the beauty of a book, how nice it is to discover it and read just for the pleasure of it. I used to be a writer of short stories myself as a hobby, and I can understand how difficult could be to provide an interesting content, a beatiful form of the words and a clear explanation at the same time: these qualities together are very able to improve each other and the skillness of a writer is to be appreciated when achieves so. Finally, I believe that a book's artwork needs a special care, because although it is not as important as other aspects, it is how a book looks in your eyes that guides your feelings while you read it.
The Evil part of myself generates a very critical - often merciless - attitude, leaned towards evaluating how much a product is worth buying depending on really how much of it can be used successfully after all, how much can be used with no further purchasing, and how much instead can be used in conjuction with existing material. A book which looks pretty but is a waste of time and made of filler is not to be forgiven.
-------------------------------------
As a rule of thumb, please consider the following points to be guaranteed in my reviews:
Law:
- how much the rules material fits with the 3.5 ruleset with no overlooks or errors by the author
- how much it is possible to use the book with previous 3.0 rules and with how much effort
- how much the material is modular (easy to choose in parts by the DM and integrate them with your game)
- how much the player's options (races, classes, feats, spells, equipment, etc.) are balanced with the ones from the core books, and with popular ones from other products
- how much the material is potentially able to generate new and interesting strategic/tattical challenges
- how much help is given to the player or the DM to use the content and how sensibly some practical issues are handled, such as calculating CR for monsters, EL for encounters, LA for playable creatures...
Chaos:
- how much the content is innovative and supplies new features to try out for your character or your campaign
- how much the content supplies new roleplay or story ideas without railroading
- how much the individual things in the book have a flavor beside their mechanics
- how much the material is synergic (easy to generate many possibilities of play with combining different parts of the same book)
- how much the material is flexible to tailor to homebrew settings with little effort
Good:
- how the book is organized in chapter, how much it is readable from start to end without having to cross-reading all the time, and how instead it is easy to quickly consult a topic without wasting time
- how the content is presented in a clear and understandable way when it cover the rules
- how the content is supported by good examples
- how the content is supported by well-places tables and similar aids
- how the feel is rendered by the language in the parts of the book which don't strictly cover rules
- how the feel is rendered by the artwork throughout the book
Evil:
- how the content of the book is faithful to the expectations raised by its presentation and advertising
- how percentage of the content is useful for the player, how much for the DM (as well as how much for both or none)
- how much of the book is effectively usable in the core ruleset as well as coupled with extended rulesets such as with psionics or epic level rules or some specific popular books
- how much of the book is effectively usable in published campaigns or settings
- how much of the book requires or suggests the use of other books of the same publisher, inducing to further expenses
- how the text is free of errors, free of filler or annoying repetition, free of blank spaces and other trickery
- how much credit is given by the publisher about having playtested the material
--------------------------------------
A final note.
As I am currently imprisoned in Finland, as such I won't be attending GenCon, at least physically. But I may be there some other way...
I started roleplaying regularly only at the birth of D&D third edition, therefore my knowledge of previous editions and also of other RPGs is very limited; on the other hand I have read almost all D&D books published by Wizards of the Coast and several from other publishers: the bright side of this (or dark side, depending on how you feel) is that I generally tend to evaluate a d20 product just as it is, as no equivalent was ever done before, which makes a review of mine being very much more useful to beginners of the game, just as I still am. Someone should care for newbies sometimes...
------------------------------------
The Lawful part of myself is very keen on strategy and balance of the rules, and this has always been since the first knowledge of D&Dnmcame to me. I have a background in mathematics and physics, and I am an avid reader of science books and magazines, which easily let me foresee many of the consequences of even small changes to the rules, potentially opening a contrast or otherwise exploitable (and dangerous) ambiguities or combinations. In general, I however tend to always give a ruleset a try "as it is" before pronouncing a sentence of... house rules.
The Chaotic part of myself in very keen on harvesting new and unique characters (as a player) or unique setting ideas (as a DM) all the time. When this side of mine takes the lead, rules become a tool to tailor one's desires or necessities, and flavor becomes the most important thing and at the same time what creates the rules rather than submit to them. "The rules are made for men, and not men for rules" could be my motto, although it is taken from someone far but far more important than myself.
The Good part of me likes the beauty of a book, how nice it is to discover it and read just for the pleasure of it. I used to be a writer of short stories myself as a hobby, and I can understand how difficult could be to provide an interesting content, a beatiful form of the words and a clear explanation at the same time: these qualities together are very able to improve each other and the skillness of a writer is to be appreciated when achieves so. Finally, I believe that a book's artwork needs a special care, because although it is not as important as other aspects, it is how a book looks in your eyes that guides your feelings while you read it.
The Evil part of myself generates a very critical - often merciless - attitude, leaned towards evaluating how much a product is worth buying depending on really how much of it can be used successfully after all, how much can be used with no further purchasing, and how much instead can be used in conjuction with existing material. A book which looks pretty but is a waste of time and made of filler is not to be forgiven.
-------------------------------------
As a rule of thumb, please consider the following points to be guaranteed in my reviews:
Law:
- how much the rules material fits with the 3.5 ruleset with no overlooks or errors by the author
- how much it is possible to use the book with previous 3.0 rules and with how much effort
- how much the material is modular (easy to choose in parts by the DM and integrate them with your game)
- how much the player's options (races, classes, feats, spells, equipment, etc.) are balanced with the ones from the core books, and with popular ones from other products
- how much the material is potentially able to generate new and interesting strategic/tattical challenges
- how much help is given to the player or the DM to use the content and how sensibly some practical issues are handled, such as calculating CR for monsters, EL for encounters, LA for playable creatures...
Chaos:
- how much the content is innovative and supplies new features to try out for your character or your campaign
- how much the content supplies new roleplay or story ideas without railroading
- how much the individual things in the book have a flavor beside their mechanics
- how much the material is synergic (easy to generate many possibilities of play with combining different parts of the same book)
- how much the material is flexible to tailor to homebrew settings with little effort
Good:
- how the book is organized in chapter, how much it is readable from start to end without having to cross-reading all the time, and how instead it is easy to quickly consult a topic without wasting time
- how the content is presented in a clear and understandable way when it cover the rules
- how the content is supported by good examples
- how the content is supported by well-places tables and similar aids
- how the feel is rendered by the language in the parts of the book which don't strictly cover rules
- how the feel is rendered by the artwork throughout the book
Evil:
- how the content of the book is faithful to the expectations raised by its presentation and advertising
- how percentage of the content is useful for the player, how much for the DM (as well as how much for both or none)
- how much of the book is effectively usable in the core ruleset as well as coupled with extended rulesets such as with psionics or epic level rules or some specific popular books
- how much of the book is effectively usable in published campaigns or settings
- how much of the book requires or suggests the use of other books of the same publisher, inducing to further expenses
- how the text is free of errors, free of filler or annoying repetition, free of blank spaces and other trickery
- how much credit is given by the publisher about having playtested the material
--------------------------------------
A final note.
As I am currently imprisoned in Finland, as such I won't be attending GenCon, at least physically. But I may be there some other way...