Waterdeep - I've got it

Doomed Battalions said:
hi-

Perhaps Waterdeep was not aimed at the old guard gamers but at the newer players who do not have access to the old books.

Rest assured--if the book glossed over things that had already been covered in 2e products, the complaints would instead be about how you needed old books just to use it! :)
 

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In any case my gripe with Champions was primarily the fact that while Lords of Darkness DID cover some groups well, I still felt like they left out a good bit: cults of the Archfiends in Faerun, prominent figures from beyond the planes that still influence the world, and mostly the fact that I kept hoping Champions would address maybe a revision of some BoVD pr-classes.

What I got instead was tripe. I'm sorry and I deeply apologise to Will as he's a great author, but seriously, the people in charge need to take in considerations certain things about 2nd edition that should have been brought into 3rd. The Elder Evils are just one of those things people, both Players AND DMs, know by heart and deserve to have put in the proper context.
 

3catcircus said:
The information on Skullport is a bit disappointing because of the lack of detail.

There was a whole, very detailed sourcebook devoted to Skullport for 2E. WotC can't and shouldn't keep rehashing the same material over and over. It has more than enough information on the place to keep an DM or player busy, no matter what edition you play.

-- The Swordsage
 

3catcircus said:
It *is* a fairly thin book, but the information it does have is very good. I sat there reading it, thinking "*this* is the type of information I've been longing for for years in a product describing a city."

That's what I thought when I read Saltmarsh in DMG II.
 

Okay if Psion thinks DMG II isn't a waste of space, there must be something to it. ;)

Now let's see if he feels that way about Waterdeep...
 

Greetings,

City of Splendors: Waterdeep is aimed at both the old guard and the new guard. By old guard, I mean anyone with the old products (e.g. RoU1, RoU2, Skullport, the Undermountain trilogy of modules, FR1 - Waterdeep and the North, Volo's Guide to Waterdeep, City of Splendors, etc.) or who purchases such used or as a PDF. New Guard is anyone who wants to run a campaign using just this product.

My intent, and I hope I succeeded, was to aid both the old guard and the new guard. My approach was to hit the highlights of the key stuff, but focus on the new stuff. In other words, City of Splendors (2e) explored the guilds and the noble families in exhaustive detail, but barely touched on the churches. My approach was to cover the guilds and the noble families, but really delve into the churches. That way, if you've got the old stuff, I've told you something new, but if you don't, you've got plenty of material to play with. Another example might be Skullport. This was never intended to be a book about Undermountain, nor could it have. Hopefully, I gave enough info to build your own Skullport if needed, and for those DMs who have access to the 2e Skullport book, I gave a pointer on the little bit of stats that need to be updated. What I did focus on was exploring the other dungeons of Waterdeep, and most of that info is new. (You can find out more about the Dungeon of the Crypt and the Fireplace Level in upcoming issues of Dungeon magazine.)

I also had in mind that this book could be used in at least 3 different ways. One is that it is the base for an adventuring company intent on exploring The North and the Sword Coast.
Two is that it is the basis for a campaign set wholly within the city. And three is that the city is a "teleport in" city.

To explore the third use further, game balance in 3e assumes ready access to 'upgrading' magic' (swapping in +3 plate for +4 plate when you can afford it). Waterdeep can serve a campaign set anywhere in the Realms as a place to teleport in, buy your stuff, and leave. The tables in the beginning of Chapter 1 are designed to facilitate this. They also work for anyone who needs a high level knowledge-like skill check ... teleport in, consult the sage, and get back to the adventure. Of course a good DM knows how to "distract" the would-be quick shopper.

Apologies in advance for the rambling nature of this post,

--Eric
 

The description for this book mentions some Psionic content. Does it play off the Cognition Thief PrC from the Player's Guide to Faerun or is it something new?
 



Sorry for straying from the topic at hand, but I just wanted to offer my to coppers in favor of Champions of Ruin. I agree wotc did some strange decisions in terms of what prc classes to include and (possibly) the powerlevel of the Elder Evils (I think they are just fine), but there are some good bits in CoR as well.

The info on the evil organizations are new, even if they should have been in Lords of Darkness. The Initiate feats are very nice, and adds lots of flavor. The realmslore is solid, especially Eltab and Malkizid is brilliant. The evil nodes and shrines are interesting, and offers a new way to design evil places.

Its a fine book, not as good as Lords of Darkness or Lost Empires of Faerun, but hardly "trash". I believe it will see more action in my FR campaign than the (somewhat overrated) Book of Vile Darkness.
 

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