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World of Whitethorn 1A: The Hamlet of Thumble
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<blockquote data-quote="Macbeth" data-source="post: 2010962" data-attributes="member: 11259"><p>I was expecting an adventure and a small town from the Hamlet of Thumble, but I got much more. This book is more then just an adventure, it includes 3 new classes, a smattering of feats, new items, new rules, everything. </p><p>The first section of the book is the adventure. The adventure itself is well written, with nice maps, and a setting that can really draw the PCs in. The hamlet itself is detailed in this section, giving stats to EVERY NPC in the hamlet of Thumble, giving information on every house, and weaving a community that should really draw the PCs in. I have never seen an adventure that gives this amount of detail. The Hamlet is so well presented that it can be used without the adventure (as I intend to do). The adventure is for the most part straight forward, but the setting helps add depth. The adventure also makes good use of the new rules presented later in the book.</p><p>After the adventure comes the "crunchy bits:" rules on using common household items as weapons, rules for using dreams in d20, a Reputation system, a advantage/disadvantage system, two new monsters, several new spells, 3 new classes, a number of new feats, and new magic items. This section adds utility to the book: even if you don't intend to run the adventure, and have no use for a halfling hamlet, the rules are great. Everything is clearly written, and fits the d20 framework well. What really makes the new rules so great is that they cover many areas that gamers have always wanted rules for: reputation, improvised household weapons, advantages/disadvantages, and a system for handling dreams. There is also good advice on how to use these new rules, something that I wish more books had.</p><p>The three new classes are the Cavlier, the Shaman, and the Witch, vary somewhat. I really liked all of them, but none of them stood out as particularly original. I can easily see using these classes in any campaign, but none of them jumped out as something I wanted to use right away. The classes are not the strong point of the book, but in a book this good that dosen't mean they are bad.</p><p>The advantage/disadvantage system will be perfect for anybody who dosen't like the huge number of choices in a system such as GURPS but still wants to incorporate a similar system into d20. The number of advantages and disadvantages is relatively small, but they are all well done, and manage to add something to the d20 system without making any huge changes.</p><p>One particularly interesting new rule is an option to have wizards and sorcerers make ranged attacks with magical energy, with the same effect as a crossbow. this is the perfect option for any "purist" who dosen't want an armed wizard. A nice bit of flavor, and an interesting concept.</p><p>The feats, spells, items and monsters are all above average quality, but none of them really stand out. Much like the new classes, they are usefull and well done, but none have that element that makes them jump off of the page.</p><p>Finally, the book is rounded out with a nice section of DM advice and some pregenerated characters that can be run though the adventure. The DM advice is very well written, and should be very helpfull to new DMs. More experienced DMS should also give this section a read, since some of the advice will make you rethink how your game is run. This DM advice is another element that needs to be in more books: instead of just throwing out a metric ton of new feats, try giving the DM advice on how to work with what he/she's got.</p><p>Ultimately, my review boils down to: buy this book. Even if the adventure doesn't appeal to you, the book is chock full of usefull stuff.</p><p></p><p>Thanks to Ed Cha for the free copy of this book from the Halfling Haiku contest.</p></blockquote><p></p>
[QUOTE="Macbeth, post: 2010962, member: 11259"] I was expecting an adventure and a small town from the Hamlet of Thumble, but I got much more. This book is more then just an adventure, it includes 3 new classes, a smattering of feats, new items, new rules, everything. The first section of the book is the adventure. The adventure itself is well written, with nice maps, and a setting that can really draw the PCs in. The hamlet itself is detailed in this section, giving stats to EVERY NPC in the hamlet of Thumble, giving information on every house, and weaving a community that should really draw the PCs in. I have never seen an adventure that gives this amount of detail. The Hamlet is so well presented that it can be used without the adventure (as I intend to do). The adventure is for the most part straight forward, but the setting helps add depth. The adventure also makes good use of the new rules presented later in the book. After the adventure comes the "crunchy bits:" rules on using common household items as weapons, rules for using dreams in d20, a Reputation system, a advantage/disadvantage system, two new monsters, several new spells, 3 new classes, a number of new feats, and new magic items. This section adds utility to the book: even if you don't intend to run the adventure, and have no use for a halfling hamlet, the rules are great. Everything is clearly written, and fits the d20 framework well. What really makes the new rules so great is that they cover many areas that gamers have always wanted rules for: reputation, improvised household weapons, advantages/disadvantages, and a system for handling dreams. There is also good advice on how to use these new rules, something that I wish more books had. The three new classes are the Cavlier, the Shaman, and the Witch, vary somewhat. I really liked all of them, but none of them stood out as particularly original. I can easily see using these classes in any campaign, but none of them jumped out as something I wanted to use right away. The classes are not the strong point of the book, but in a book this good that dosen't mean they are bad. The advantage/disadvantage system will be perfect for anybody who dosen't like the huge number of choices in a system such as GURPS but still wants to incorporate a similar system into d20. The number of advantages and disadvantages is relatively small, but they are all well done, and manage to add something to the d20 system without making any huge changes. One particularly interesting new rule is an option to have wizards and sorcerers make ranged attacks with magical energy, with the same effect as a crossbow. this is the perfect option for any "purist" who dosen't want an armed wizard. A nice bit of flavor, and an interesting concept. The feats, spells, items and monsters are all above average quality, but none of them really stand out. Much like the new classes, they are usefull and well done, but none have that element that makes them jump off of the page. Finally, the book is rounded out with a nice section of DM advice and some pregenerated characters that can be run though the adventure. The DM advice is very well written, and should be very helpfull to new DMs. More experienced DMS should also give this section a read, since some of the advice will make you rethink how your game is run. This DM advice is another element that needs to be in more books: instead of just throwing out a metric ton of new feats, try giving the DM advice on how to work with what he/she's got. Ultimately, my review boils down to: buy this book. Even if the adventure doesn't appeal to you, the book is chock full of usefull stuff. Thanks to Ed Cha for the free copy of this book from the Halfling Haiku contest. [/QUOTE]
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