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Whispers of Death: A Sourcebook for Assassin Characters
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<blockquote data-quote="dungeondweller" data-source="post: 2010751" data-attributes="member: 14532"><p>First off, I am far more often a Dungeon Master than a player, so this review should be considered from that perspective. I cracked open this PDF, "<em>Whispers of Death: A Sourcebook for Assassin Characters</em>", with a bitter taste in my mouth for class sourcebooks in general stemming back to the 2nd Edition everything-gets-its-own-book frenzy. But hope springs eternal and I was looking for some decent Assassin-style Prestige Classes to plug into my running campaign, so I forged forward.</p><p></p><p>I was confronted first with a professional, clean layout similar to something WotC would produce. The front cover won't win any awards, but to me, the cover only matters until the sale is made. Once I am a customer, it's what's behind the front cover that concerns me. And my first impression was good.</p><p></p><p>I noted a lack of artwork right off the bat. And I've got one comment in that regard - GREAT! WotC uses far too many fillers and random drawings for my taste. I much prefer to go straight to the meat. Artwork outside of the covers and splash pages gets in the way. So... Once again, pleasantly surprised.</p><p></p><p>But now the hard part is upon us... I'm highly critical of <strong>ALL</strong> game content, WotC products included, beyond a game's core rules. So many Prestige Classes are overbalanced and I was expecting the book to fall apart at this point. It didn't. I had assorted gripes, like the DC to avoid an assassin's instant death attack being too high in the upper levels and some of the rules not being quite clear enough in their application, but nothing an experienced DM cannot fix themselves. Impressed, I moved on.</p><p></p><p>Then it was on to the guilds. I never use content like this from sourcebooks, so I must admit this section got little more than a cursory skimming. From what I could tell, the guilds were rather generic, probably so they can be adapted to someone's running campaign without modification. In this regard, I was not pleasantly surprised. The book delivered nothing more or less than what I expected.</p><p></p><p>So... I'm nearing the end of the book and the whole thing has fared better than I dared to hope. It appears to be one of the very few sourcebooks (once again, WotC products included) from which I will adapt content for my running campaign. The last several pages serve to solidify that feeling with example characters built from the book's available content. I like this especially because I can examine these characters and see how the numbers actually work out on paper. It was my final game-balance litmus test.</p><p></p><p>I reach the final page and I go back to the custom spells because I wanted to look at them more closely. Of all the book's content, these will most likely make it to my game first. Every thieves' guild should be an interesting and dangerous place and custom spells are a great help with that. Suffice to say, I liked them quite a bit.</p><p></p><p>For the purposes of this review, I also examined the page count, the <strong>actual</strong> content of the book, and the RPGNow.COM price and found them in line. (Page counts are deceptive because they do not represent the amount of good content in a book!) I really don't care if you <strong>can</strong> buy some other PDF with 180 pages for $7.50 (see other reviews for this product), it's all about cost versus usable content. And, in that regard, the book does well.</p><p></p><p>Lastly, and most importantly, something remarkable happened while I was reading through the PDF. I was thinking of the thieves' guild with which my PC's are currently in a tangle and <strong>I was inspired</strong> to the point of breaking out my DM's pad and scribbling down some ideas and a custom spell of my own. From my perspective, that is the absolute most valuable property of a sourcebook. Give me unique, interesting ideas that I can apply to my D&D game and you've won my heart, which, in the end, this book managed to do...</p><p></p><p>To summarize my ramblings, I will say this: "<em>Whispers of Death: A Sourcebook for Assassin Characters</em>" is a sourcebook well worth its price. It deserves a solid 4/5; A full 5, as I see it, being the absolute best a book can be. I would most certainly buy similar content from this publisher for the same price in the future - without hesitation.</p></blockquote><p></p>
[QUOTE="dungeondweller, post: 2010751, member: 14532"] First off, I am far more often a Dungeon Master than a player, so this review should be considered from that perspective. I cracked open this PDF, "[i]Whispers of Death: A Sourcebook for Assassin Characters[/i]", with a bitter taste in my mouth for class sourcebooks in general stemming back to the 2nd Edition everything-gets-its-own-book frenzy. But hope springs eternal and I was looking for some decent Assassin-style Prestige Classes to plug into my running campaign, so I forged forward. I was confronted first with a professional, clean layout similar to something WotC would produce. The front cover won't win any awards, but to me, the cover only matters until the sale is made. Once I am a customer, it's what's behind the front cover that concerns me. And my first impression was good. I noted a lack of artwork right off the bat. And I've got one comment in that regard - GREAT! WotC uses far too many fillers and random drawings for my taste. I much prefer to go straight to the meat. Artwork outside of the covers and splash pages gets in the way. So... Once again, pleasantly surprised. But now the hard part is upon us... I'm highly critical of [b]ALL[/b] game content, WotC products included, beyond a game's core rules. So many Prestige Classes are overbalanced and I was expecting the book to fall apart at this point. It didn't. I had assorted gripes, like the DC to avoid an assassin's instant death attack being too high in the upper levels and some of the rules not being quite clear enough in their application, but nothing an experienced DM cannot fix themselves. Impressed, I moved on. Then it was on to the guilds. I never use content like this from sourcebooks, so I must admit this section got little more than a cursory skimming. From what I could tell, the guilds were rather generic, probably so they can be adapted to someone's running campaign without modification. In this regard, I was not pleasantly surprised. The book delivered nothing more or less than what I expected. So... I'm nearing the end of the book and the whole thing has fared better than I dared to hope. It appears to be one of the very few sourcebooks (once again, WotC products included) from which I will adapt content for my running campaign. The last several pages serve to solidify that feeling with example characters built from the book's available content. I like this especially because I can examine these characters and see how the numbers actually work out on paper. It was my final game-balance litmus test. I reach the final page and I go back to the custom spells because I wanted to look at them more closely. Of all the book's content, these will most likely make it to my game first. Every thieves' guild should be an interesting and dangerous place and custom spells are a great help with that. Suffice to say, I liked them quite a bit. For the purposes of this review, I also examined the page count, the [b]actual[/b] content of the book, and the RPGNow.COM price and found them in line. (Page counts are deceptive because they do not represent the amount of good content in a book!) I really don't care if you [b]can[/b] buy some other PDF with 180 pages for $7.50 (see other reviews for this product), it's all about cost versus usable content. And, in that regard, the book does well. Lastly, and most importantly, something remarkable happened while I was reading through the PDF. I was thinking of the thieves' guild with which my PC's are currently in a tangle and [b]I was inspired[/b] to the point of breaking out my DM's pad and scribbling down some ideas and a custom spell of my own. From my perspective, that is the absolute most valuable property of a sourcebook. Give me unique, interesting ideas that I can apply to my D&D game and you've won my heart, which, in the end, this book managed to do... To summarize my ramblings, I will say this: "[i]Whispers of Death: A Sourcebook for Assassin Characters[/i]" is a sourcebook well worth its price. It deserves a solid 4/5; A full 5, as I see it, being the absolute best a book can be. I would most certainly buy similar content from this publisher for the same price in the future - without hesitation. [/QUOTE]
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