633 lines
27 KiB
Plaintext
633 lines
27 KiB
Plaintext
==============================================
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Results for Rating Form #1: Complete Handbooks
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==============================================
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Compiled by: brooks@odie.ee.wits.ac.za (Goth)
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Points Ratings
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In order for a product to appear on the points rating table, it must
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have at least five votes. Products are listed in points order, from
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highest to lowest.
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/-------------------------------------------------------\
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| - Key - |
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| |
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| Score = the product's average rating |
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| Low = the lowest rating anyone gave this product |
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| High = the highest rating anyone gave this product |
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| Voters = the number of people who rated the product |
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\-------------------------------------------------------/
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Product Score Low High Voters
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------- ----- --- ---- ------
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The Complete Bard's Handbook (PHBR7) 7.2 0 10 57
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The Complete Fighter's Handbook (PHBR1) 6.9 1 10 87
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The Complete Thief's Handbook (PHBR2) 6.7 2 10 82
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The Complete Druid's Handbook 6.4 0 10 33
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The Complete Psionics Handbook (PHBR5) 6.3 0 10 72
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The Complete Book of Elves (PHBR8) 6.3 0 10 58
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The Complete Ranger's Handbook (PHBR11) 6.1 0 10 47
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The Complete Book of Humanoids (PHBR10) 5.9 0 10 64
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The Complete Wizard's Handbook (PHBR4) 5.8 1 9 78
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The Complete Book of Dwarves (PHBR6) 5.8 0 10 59
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The Complete Paladin's Handbook 5.6 0 10 38
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The Complete Book of Gnomes/Half. (PHBR9) 5.3 0 10 42
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The Complete Priest's Handbook (PHBR3) 4.5 0 9 76
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The Complete Barbarian's Handbook 4.0 0 7 6
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========
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Comments
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========
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This next bit is a selection of comments people have sent in. I've
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removed some remarks which were very similar, especially for products
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which provoked large quantities of comment and I've done some minor
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editing for grammar and spelling. Other than that, this is how they
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were sent in.
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General Comment on the Complete Handbooks
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-----------------------------------------
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The Complete Handbooks are generally very useful and enjoyable to
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read but they do have a tendency to unbalance the classes.
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The Handbooks that I have are good, but the Wizard's HB is a bit dry
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(in terms of actual campaign use), and the kits in the Fighter's HB
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don't match the other classes in terms of free powers/NWPs/etc.
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The Complete Handbooks definitely add a great deal of depth to
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character creation, without simply adding power. No one I play with
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now would play a standard "generic" character anymore, not when they
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have the chance to create a specific type, and customize it to taste.
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The weakest of the lot is the Complete Priest. Most of the character
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of a non-cleric AD&D 2nd Ed. priest comes from her god. Hell, ALL of
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it comes from their god. The specialty priest rules already cover
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everything you might want to add from the Complete Priest.
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Kits are a fun addition to 2nd Edition AD&D but other than that the
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Complete Handbooks are pretty skimpy. The Fighter's has some good new
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combat rules and the the Thief's has some great new items to spice up
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a thief-oriented campaign.
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On the Complete Handbooks: Your character gets more depth with the
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kits.
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The Handbooks are getting to be a little useless, but, hey, you get
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what you pay for...
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Why do TSR insist on bringing so many useless kits into play? My
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impression of this series of books is that people only tend to use
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the benefits and not the penalties. Example: How many fighters before
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the Fighters Handbook came out had an INT score over 10? Not many, I
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bet. All the good stats went on STR, DEX and CON. But now you see
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many a fighter with a high INT score so that he can get more
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proficencies to gain such abilities as two-handed fighting or
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fighting with two weapons the same length. I bet all fighters now
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wear a great helm as this gives a -1 AC bonus, but how many check
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this against their encumberance?
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In my opinion, most of the Handbooks and Complete Handbooks,
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especially where they only give advice on how to make this kind of
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character, or what to do if you want to, etc, are counter-productive.
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They restrain the imagination of myself and my players, and as such,
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I not only avoid them myself, but I very distinctly tell the players
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to avoid them to.
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Most of these were lacking somewhat, particularly the Gnomes book.
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In general, TSR needs to clear up contradictions. They should use the
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same format in each of the books. The Complete Thief's Handbook looks
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like it was printed by a totally different company. I realize there
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would be some differences between classes, but common stuff (like
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kits) should come first and use the same description in the same way.
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The books are consistently mediocre -- for that reason I have stopped
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buying them.
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Almost all facts about the orient in the Fighter's and Wizard's
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Handbooks are completely mis-stated. The bo is a staff; a bokken is
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a wooden sword; samurai were considered such only upon receiving a
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stippend from a lord, else they were ronin. (I cannot make it appear
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in the text but the "o" in "ronin" should have a "-" above it. In
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eastern languages, vocal inflection is the foundation.) Few were the
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samurai that had any sence of etiquette. Almost all warriors in the
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east were specialized to a certain degree in melee weapons; most
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either chose the sword or the spear. Archers were only used for war
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combat. Most didn't ever wear armor unless a pre-determined battle
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was about to take place.
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Some very good material here and there in the handbooks, although
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some major mistakes as well (the CPsiHB is the most notorious for
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having material that is not thought through very well).
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The Fighter's and Thief's books can be useful. The Priest's book is
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bull because of the power level is far too low, much lower than
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regular clerics. The Dwarves and Elves books are actually fine
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reading, and of course the Psionics book is a must.
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The first two were pretty good, they added a lot more detail to
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otherwise generic classes. Kits I think were a good idea. I didn't
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like the new martial arts system though -- too generic. Priest's was
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rather contradictory. In other products, like the Forgotten Realms
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Adventures, priests were heavily boosted.
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As a whole, I like the books (except Wiz which was way too
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undeveloped) However, as the exchange rate is something else, it
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takes a hell of a long time before I can afford them. I mostly use
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them for ideas and character generation (duh!!).
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Except for the fighters handbook, this explanation holds true for all
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those handbooks rated 8 [CTH, CBoD, CBH, CBoE & CRH]. I felt that the
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authors of these handbooks left some material out to fit it into
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their preestablished parameters. Most or all of the material, while
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useful, was simply expanding upon things already introduced either in
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the Player's Handbook or left out from the first edition. To me this
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meant that everything that wasn't good enough to get into the
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Player's Handbook was being recycled to fill space, and I didn't want
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to pay for that. However, the information *was* useful, and the kits
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were well done and balanced. The handbooks just didn't seem to
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introduce anything *new*.
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The main problem with the existing PHBR series is that a great number
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of the books in the series are now quite a few years old. Take a look
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at the Fighter's and Wizard's Handbooks to name but two. With this in
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mind perhaps some update is in order, incorporating new kits,
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weaponry, spells and abilities where appropriate.
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What can I say, I like playing halfling thieves and fighters. I
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bought the Thief's Handbook first and found it excellent. I looked
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forward to the Fighter's handbook but was disappointed. It's a useful
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reference tool, and we use the style specializations but I think it
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could have been much more. Certainly nothing there I could feel warm
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and fuzzy about. I read the Book of Dwarves and the Ranger's Handbook
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and enjoyed them, the halfling demi-ranger looked interesting. The
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Wizard's and the Priest's Handbook were awful. Nothing in either of
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those that made me want to play a spell caster. Keep the Walking Cure
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Light Wounds Dispensers and burn the rest...
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I think TSR needs an orcish handbook myself. [Guess who!]
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Higher ratings are given to the books I consult more often. The
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Psi book I consider essential because it duplicates nothing from the
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basic set and I think Psionics is an important feature to an RPG. Two
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points are deducted from the perfect score the book should have for
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present-day incompleteness (Will and the Way really overhauled the
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thing) and egregious typos - crummy formatting. All of the other
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handbooks I consider less important than the psionics book, therefore
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none could match or exceed its rating. The Fighter book had a lot of
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interesting stuff about combat; the others were comparatively
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uselessly fluffy -- I like writing fluff; I don't like reading TSR's
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fluff (they don't write as well as I do). [Signed "Modestly..."]
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While the number of typos in most of these books is distressing (I
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expect more from my child), I often find a great deal of thought
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provoking ideas contained within the covers. I especially liked the
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elf, halfling, gnome, and dwarf books since they combined a lot of
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material within one set of covers. I haven't picked up the humanoids,
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bards, paladins, or barbarians books yet (finances) but will probably
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do so in the near future.
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There are way too many books, (for example, the ranger, the paladin,
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and the barbarian should be in the fighter's book), the kits repeat
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and a lot of the kits are really nothing more than roleplaying ideas.
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In my playing group, we have each bought one book, and we share them,
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even then I am not sure it's money well spent.
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The Complete Fighter's Handbook (PHBR1)
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---------------------------------------
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The kits are uninspired, the weapon/armour making rules a tedious
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waste of pages, and the new magical items blase. However, the new
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weapons can add a bit of life to your fighters, with or without the
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kits (you CAN have a personality without special rules for it, you
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know), and the new combat rules are great. I try not to run
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number-heavy combat, but I encourage the players to try moves more
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exciting than "I hit him with the axe again.". These rules give me a
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footing for adjudicating it when they try something cinematic. Both
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my players and I love the Style Specializations, and Group
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Specializations, permitting us to make characters more specialized
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or generalized as we choose.
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This handbook was weak. Just weak. It could have been spiced up a
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little more, but the authors didn't spend enough time with their
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first handbook. The kits were alright, and the additions to skills
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were okay, but it was still weak.
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Very good. Makes combat better and helps avoid the 'generic fighter'
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trap.
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Lots of useful and fun optional rules. Good kits. Probably the best
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of the CxHB series (excluding the Psionics Handbook).
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A lot of the stuff on combat and melee maneuvers is nice to have, and
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makes the book worthwhile. The kits though, do not, and there are way
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too many contradictions in this one with the Players Handbook and DMG
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that cater to the munchkin players. (Allowing anyone to wield TWO
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longswords at once with no penalty is the stupidest thing I've ever
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seen.)
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A bit of good solid mech, but dull, dull and duller, and redundant
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kits.
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I would have rated this a 9 or 10, except the cover came completely
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off. Contentwise, I was very happy with the new optional rules. This
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wasn't simply a rehash of things left out from first edition. The
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tight and broad groups and fighting styles, I felt, added greatly to
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the customizing of the previously simple fighter. I use it almost all
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the time, which may explain why the cover fell off. But I use other
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handbooks as much and they didn't lose their jackets.
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Fighters handbook is almost a required buy for any character class.
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The Fighter's Handbook has a lot of great combat rules useful for any
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class.
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Good combat rules and additional weapon proficencies.
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A disappointment but a useful reference.
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The Complete Fighter's Handbook is the best one I've seen, is useful
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for _any_ type of character, and is the most "Complete" Handbook I've
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read.
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The Fighter's book has useful reference material, I go back to
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it time after time.
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The Complete Thief's Handbook (PHBR2)
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-------------------------------------
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The CTHB adds equipment I would never have thought of to thieves'
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tools, and has some rules for using this equipment in the game.
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This was perhaps the biggest turn-down of the Complete Handbook
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series. It sucked. Just sucked. The only thing that didn't suck that
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bad was the new equipment list, and that was still a moderate to okay
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thing.
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Useful if you like thieves, and want to have lots of equipment,
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organized thieves' guild, etc.
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If you want to play a thief; want to run good thieves; want anything
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to do with thieves. This book is great! Ideas and items that I might
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not have thought of, or if I had would have been unsure on how to
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design them. Don't know about the kits though, didn't buy it for
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them, so I never really read them.
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Very nicely written, but there's always so much more to tell about
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thieves, why was it so thin?
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Adds good NW proficencies and specific items.
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The best occupational Handbook produced.
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The Complete Priest's Handbook (PHBR3)
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--------------------------------------
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The CPHB seems unfinished, a more complete work would have raised the
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rating a few steps, especially if they had included the spheres from
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the Tome of Magic.
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Some of the info on creation of pantheons is useful, if you happen to
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be creating your own world, but the rest of the book is pretty much
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useless.
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This has limited usefulness; anyone with a decent imagination doesn't
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really need this book.
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Not much use to me personally, as I run a strict Forgotten Realms
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campaign, but if you want to make up your own faiths, this book would
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appear to be very helpful.
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The Priest's Handbook was not at all what I expected compared to the
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others (no new spells mainly). It could have been much better.
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A few things are useful, the expanded listing of gods and forces was
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a waste of space.
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This one depowered priests so heavily. My opinion of that changes.
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Whose brainstorm was it to fill a player's supplement with sample
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priesthoods? The kits are trash, too.
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The Priest's Handbook was far too generic and totally uninspiring.
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Priest's handbook introduced nothing new. It seemed to be all filler,
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with things taken from the Forgotten Realms Adventures hardbound and
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made generic, and also things from the player's handbook.
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The Priest's Handbook is only useful for DM's creating their own
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pantheons and/or specialist priests.
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The Complete Priest's Handbook doesn't have much in it but examples
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of priests of specific mythos.
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I found the Complete Priest's Handbook useful because I was in the
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process of fleshing out the religions in my campaign at the time it
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came out. When you've got 44 gods kicking around in various places,
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each with at least one distinct priesthood, guides like the CPH are
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great time-savers. On the other hand, I can see that it would be of
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considerably less use for those whose campaign religions were already
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set (including those who game in TSR-generated worlds).
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The Priest's Handbook is, one of the worst RPG products I've ever had
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the misfortune of reading. About all that can be said for it is it
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isn't full of typos as TSR's latest productions have been.
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The Complete Wizard's Handbook (PHBR4)
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--------------------------------------
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The CWHB is just not good enough.
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I thought this one was a little light in new rules. It was mostly new
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spells. There were better handbooks.
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This has good kits, new spells, and info on creation of items,
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spells, etc. It is quite useful overall, though not as rich in
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optional rules as the CFHB.
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I didn't like it much. The kits were dull. Nothing really inspiring.
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Very colorful, but lacking in useful mech.
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Except for a few spells (most of which were brought back from first
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edition), nothing really useful was placed in this book. The pages of
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tables at the end were worse than useless and seemed to have been
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fished out of the editor's trashpile.
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Adds a few good wizard kits and describes specialist schools.
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The Complete Psionics Handbook (PHBR5)
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--------------------------------------
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This handbook offered some decent stuff in it. It was a pretty good
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addition to the AD&D world, although (to me at least), it seems a
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little alien to the world, and is a tad like magic.
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Despite posts to the contrary, I have found the psionic rules to be
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comprehensive and quite easy to integrate in an existing campaign.
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Not unbalancing at all.
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The new Psionics is pretty well balanced, and makes for an
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interesting class. The book is severely lacking in terms of example
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items and creating new powers.
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The Psionics handbook should have had a few kits.
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I just don't think psionics have any place in a FRPG that relies on
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magic for it's paranormalness.
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CPHB was a needed expansion of the existing rules. Not for everyone,
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but that's what the handbooks should be -- something extra, not
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something changed.
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The psionics rules are okay but the powers just didn't really grab my
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attention.
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The Psionics Handbook is ok if you like psionics, and it is quite
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new, and therefore a bit necessary.
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Perfect, just what I always wanted: the will of the mind...
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I give the CPsiHB errata sheet a 10! :)
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The Psionics Handbook is a waste. It is WAY too powerful in my
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campaigns. All I allow from the book are possible wild talents (the
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only good rule I've found in there).
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I LOVED psionics. I really like the way they redid psionics. Some
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character ideas would have been nice, though.
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Interesting mech, but lacking heavily in descriptions and role
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playing tips.
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The complete Psionicist brought back an ability from first edition,
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made it much more playable, and made it a balanced class that didn't
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automatically blow the others away. This was, in my opinion, a
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wonderful expansion to the 2nd edition rules.
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There is a proviso on the rating for the Psionics Handbook - if you
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do play with psionics in your campaign, the book is (obviously)
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indispensable. If you do not normally play with psionics available,
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this book is the rating I have put on it [4].
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Is good for only those who use Psionics in their campaign.
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Read it and didn't like it, but I don't like psionics.
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The Complete Book of Dwarves (PHBR6)
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------------------------------------
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The CBoD has a few errors I didn't like.
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This adds much to the dwarven race. Long live the battleragers!
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Dwarves are boring, always will be.
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Now I can detail my dwarven kingdom which is the half of one great
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continent.
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This book had all sorts of useful info, if you want to get some
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background for your dwarves (PC or NPC). And plenty of suggestions on
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losing the dwarf stereotype. Gives a much better way to run the
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dwarven detection proficiencies. It should have had a section on
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dwarvish deities. And most, if not all, of the cultural references
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failed to take in the gulley dwarves (who definitely should not fit
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any of the moulds given). Granted this might be better referenced in
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the Dragonlance stuff, but I wanted at least some stuff here to work
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with.
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Adds some background information.
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The Complete Bard's Handbook (PHBR7)
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------------------------------------
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This was the perfect example of what the PHBR series could be. Taking
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a rather uninspired class, they expanded it with good information,
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great kits and enough misc. stuff to make me WANT to play a bard.
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The Bard's Handbook ROCKS!
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Wow! In comparison to all the rest of the handbooks this one was the
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best! It had everything it needed to make the bard a more interesting
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class to play. The kits were good to excellent, the musical
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instruments and the illustrations were excellent! The only thing that
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wasn't that cool were the bardic songs in the back. Another cool
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thing about this book is that it was the only handbook (to my
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knowledge) that had an index in the back. [Correct, although the
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Psionics Handbook has a reasonably useful powers index in the
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back. - Goth]
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The Bard's Handbook is the best by far. The kits are interesting and
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expand the class's scope immensely. Well worth the money.
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The Bard's Handbook is perhaps over used in our campaigns. I
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personally have had 2 jesters, and our party has had another jester,
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a blade, a jongleur and another I can't remember. It is great for
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kits and the interior artwork is above average.
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I love to play the whistler and all the other bards. A lot more depth
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to the Class and the way of telling is also good.
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Bards... well, bards contained some great ideas, but was rather
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munchkin... come on, multiclass bards?
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Bard's Handbook is by far one of the best supplements I've ever seen.
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(I own about $3000CDN of products for about 15 different RPGs).
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Good kits and additional info on NW proficencies.
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The Complete Book of Elves (PHBR8)
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----------------------------------
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Adds much to the race, but tends to allow elves to become too
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powerful. The rules here should be used sparingly.
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The Elves Handbook had good info, but it made elves even more
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hoity-toity than before. Elf-haters REALLY hate this book. If some of
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this "fluff" had been removed it would have been better. It was good
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reading, but not the kind of stuff I want in a sourcebook.
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A waste. Gives munchkins more excuses to play elves.
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Elves... oh boy... munchkin city with ten zillion attacks per round.
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The insights into elven culture weren't even that insightful.
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The Complete Book of Gnomes & Halflings (PHBR9)
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-----------------------------------------------
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Halflings and Gnomes is the races it has been written the least
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about, so this book was fascinating.
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I'm especially angry about PHBR9. At least in my version, they almost
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never used cursive or boldface headings. Thus large sections of text
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|
are just that... large heaps of letters. It's very difficult to make
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|
out, where a paragraph starts and where a paragraph ends. Also, all
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the kits were really boring and uninspired. This book had so much
|
|
potential, but what have they
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|
done?!?
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This book was not as well done as the other "racial" handbooks, which
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was unfortunate, as these two races are the ones I felt we needed
|
|
more information about.
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|
The Gnomes and Halflings Handbook ROCKS! Only bad thing was that
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svirfneblin were not balanced. And these short folk still really
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|
don't have enough to make up for the inherent disadvantage of being
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short!
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|
The Gnomes and Halflings book contains Deep Gnomes, great things to
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be if your DM will allow it.
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|
The Complete Book of Gnomes and Halflings was not as detailed as I
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expected.
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|
This was a disappointment after the CBD & CBE. Many of the kits are
|
|
overpowered, with too few restrictions, especially if you don't
|
|
enforce the role-playing aspects.
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Adds the necessary depth to those races.
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I enjoyed it. Found it a useful reference.
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|
The Complete Book of Humanoids (PHBR10)
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|
---------------------------------------
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|
Humanoids I do not own, but have seen and I like the basic idea.
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|
|
I felt that this book was unnecessary. There are enough races around
|
|
without adding such problematic ones such as minotaurs.
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|
|
The Humanoids handbook is the worst piece of game-unbalancing filth
|
|
yet (pixie and ogre magi PCs indeed!).
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|
|
Neat concept, but caveat emptor -- if a tough DM isn't in charge,
|
|
watch the campaign degenerate into the Hack'n'slasher brutes vs. the
|
|
true role-players. Half-orcs in 1st Edition were (IMHO) enough to
|
|
give players a chance to be monsters. Handled right though, it could
|
|
lead to an interesting campaign.
|
|
|
|
The Humanoids book could have been renamed the Stereotypes book.
|
|
Still, it has one or two interesting ideas.
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|
|
|
The Humanoid's Handbook, while unbalancing, adds spice for both DMs
|
|
and Players to deal with.
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|
|
The CBoH was ok. I liked the idea of finally using them as PCs. The
|
|
xp penalty idea was better than denying them racial abilities, as
|
|
I've seen DMs do. But there was quite a bit of inconsistency.
|
|
It is a perfect supplement for Al-Qadim setting. My PCs can now
|
|
really play an half-giant Mamluk.
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|
|
Not for the faint of heart. This book could be great, taken with a
|
|
grain of salt, and much supervision. Too many of the races are out of
|
|
whack, and the stat maxes they give are totaly screwed up and throw
|
|
way too many things out of alignment. The book is good for creating
|
|
NPC's but should not be used with impunity for PC's.
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|
|
Humanoids was rather unbalanced. Some races were invincible, others
|
|
were kinda wimpy and lame. No real balance at all.
|
|
|
|
Interesting and useful for NPC's, even when it got munchkin. Better
|
|
for DMs than players.
|
|
|
|
The Complete Humanoids has become the definitive character's handbook
|
|
in my group--everyone wants to be a humanoid of one type or another.
|
|
This handbook brought humanoids into the light and made them seem
|
|
less wimpy as compared to the usual player characters. I use this
|
|
resource to roll up exceptional humanoids for encounters, as well as
|
|
rolling up characters for play.
|
|
|
|
The Humanoid's Handbook is geared toward letting players be monsters.
|
|
It could have been better by designing the book more with the DM in
|
|
mind.
|
|
|
|
Not really useful unless you want to play humanoids.
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|
|
|
Another book I looked forward to but found disappointing.
|
|
|
|
I feel the Humanoids is an excellent resource because of its sheer
|
|
number of races to choose from.
|
|
|
|
The Complete Ranger's Handbook (PHBR11)
|
|
---------------------------------------
|
|
An okay book, but one I felt was unnecessary.
|
|
|
|
The Ranger's Handbook I've only skimmed, but it seems pretty decent.
|
|
|
|
All I can say is cartoonish. Not befitting the ranger's noble
|
|
profession. (Greenwood Ranger?!?)
|
|
|
|
Kits are average; adds detail to NW proficencies.
|
|
|
|
The Complete Paladin's Handbook
|
|
-------------------------------
|
|
This Handbook didn't have as much to offer as it should have. It
|
|
could have been much better, but it wasn't. It was just a variation
|
|
of the rest of the Complete Handbooks, and didn't offer many new
|
|
things. Heck, some of the kits are similar to what's in the Fighter's
|
|
Handbook. It wasn't plain weak though.
|
|
|
|
Sheer genius. Insightful, descriptive and full of interesting and
|
|
useful mech and kits.
|
|
|
|
Helps a lot and clarifies many things.
|
|
|
|
The only comment I really want to make is, why did they have to have
|
|
such a stereotypical view of the Paladin? In each of the other
|
|
handbooks I've looked through, they did a good job of presenting some
|
|
non-standard ideas for characters of those classes. With the
|
|
Paladin's Handbook, they stick with the idea that a Paladin must be
|
|
some kind of knight, with some silly code of chivalry and a stupid
|
|
one at that. I wish they had at least made some effort to present
|
|
some non-standard (ie, non-knight) paladins.
|
|
|
|
What a waste of money. I also bought the Fighter's Handbook (before
|
|
I read the Paladin's book...still haven't read it yet), but unless it
|
|
is a BIG improvement over this one I will probably never buy another
|
|
2nd Ed. AD&D product again.
|
|
|
|
The Complete Druid's Handbook
|
|
-----------------------------
|
|
Like the Bard's Handbook, but to a lesser degree, the Druid's
|
|
Handbook expands an already great class.
|
|
|
|
As with Paladins Handbook this also helps a lot and clarifies many
|
|
things.
|
|
|
|
The Complete Barbarian's Handbook
|
|
---------------------------------
|
|
No use for me
|
|
|