Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

D&D Miniatures Game Starter (D&D Miniatures Product) Review

DandD Miniatures Game Starter (DandD Miniatures Product)
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D&D Miniatures Game Starter (D&D Miniatures Product) Review[Disclaimer: I purchased this at a local store and not Amazon]
The packaging is awesome. Being able to see everything that you get with no surprises is a deviation from the old starter sets. The molded case holds the figures well and my set had no bent weapons or disfigured forms. The d20 is nice - it helps that my favorite color is blue - but it seems a little lightweight. I'll have to get out some of my others and compare.
The Green Dragon is very nice. The pliable plastic gives the wings a realistic leathery feel. The detail is good. The Dwarf, Human, and Yuan-ti (a confusing inclusion) look really good; but the face of the Elf looks marred. The paint covers too much detail and seems to bleed into other parts of the figure.
So, the rules released on the Wizards of the Coast site indicated that the following miniatures would be included:
* Young Green Dragon
* Yuan-Ti Swiftscale
* Human Sellsword
* Elf Warlock
* Dwarf Battlemaster
Which is what I received in my package. Amazon, however, lists the following:
* Large Green Dragon
* Exiled Drow Fighter
* Human Sellsword
* Elf Warlock
* Dwarf Battlemaster
The Yuan-Ti seems to be a better thematic fit, but the idea of a Drow Fighter mini sounds cool. All in all, I am very happy with the set.D&D Miniatures Game Starter (D&D Miniatures Product) OverviewAn all-new D&D Miniatures Game starter set.This new starter features new packaging that showcases all five miniatures in the starter. The updated rulebook is written for novice and experienced players and presents terms, battle tactics, and other game elements in an easy-to-reference format. The game experience can be further enhanced with the purchase of Dungeons of Dread booster packs.Each starter contains: 5 exclusive, non-random, pre-painted plastic miniatures: Large Green Dragon, Human Sellsword, Elf Warlock, Dwarf Battlemaster, and Exiled Drow Fighter 5 stat cards 2 double-sided, illustrated battle grids 1 damage counter sheet 1 twenty-sided die (d20) Rulebook

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The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) Review

The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons and Dragons)
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The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) ReviewThis volume is by far the finest and most complete information source concerning the drow elves! It contains character generation material, notes on innate abilities, and loads of info relating to drow culure. This volume also gives new spells, magical items, underdark monsters, and tables regarding drow-style names and listings of known drow houses and cities. Simply a must have.The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) Overview

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Dungeons & Dragons Player's Handbook: Core Rulebook I Review

Dungeons and Dragons Player's Handbook: Core Rulebook I
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Dungeons & Dragons Player's Handbook: Core Rulebook I ReviewThe new Player's Handbook (PH) D&D Design Team has created a marvelous product--filled with generally clear writing and excellent artwork--containing a major change in game mechanics. The PH nonetheless manages to retain the spirit of the D&D game created by E. Gary Gygax and Dave Arneson in 1974.
The 3rd edition replaces the old movement system, denoted in confusing scale inches--which goes back even before D&D to Gygax's Chainmail rules for medieval combat--with a clear system of speed denoted in feet. Yet the 3rd edition includes familiar races and character classes. It retains the bard, cleric, druid, fighter, ranger, rogue, paladin, and wizard, and resurrects the barbarian, monk and half-orc.
Fans of clerics and druids will cheer the addition of 8th- and 9th-level spells. Clerics will love the 9th-level Miracle spell, similar to a Wish. Barbarian fans will rejoice that the 3rd edition removes the unplayable restrictions of the original barbarian, even at the cost of somewhat reduced physical prowess. Fans of the monk and druid will celebrate elimination of limited levels.
Each class now requires the same amount of experience to advance in level. Regardless of which class you choose, your character initially will advance rapidly because reaching the lower levels requires relatively small amounts of experience; earning a mere 1,000 experience points, for example, will gain your character second level. The 3rd edition grants each 1st level character full hit points. Combining easy advancement at lower levels with full hit points at 1st level will help keep characters alive through their fragile early days.
The 3rd edition introduces a sorcerer class. The sorcerer gains access to the same spells as the wizard, gets more per day, and needn't carry spell books or prepare spells, but can't learn as large a repertoire. The sorcerer can't specialize in schools of magic like the wizard, while the wizard specialist now has some control over the school from which she can't learn spells. All spellcasters except the ranger and paladin now have access to zero-level spells, the way Gygax intended in 1982 when he introduced cantrips in Dragon magazine issues 59-61.
The spellcaster will find that she's more effective because a touch spell no longer needs to penetrate an opponent's armor. She also gains the ability to counterspell an enemy's spell, which, when successful, negates the enemy's spell entirely. A rogue will find that his sneak attack comes into play more often than did the old backstab, making him more useful in combat. Your rogue or barbarian will learn to avoid a surprise attack which leaves the rest of the party flat-footed.
Your warrior continues to grow in power at higher levels by gaining up to 4 attacks per round, substantial bonuses to hit, and even more hit dice. Characters continue to gain hit dice right up through 20th level. All character classes also eventually get more than one melee attack per round, but the warriors get more and get them faster than anyone except monks.
Any character, regardless of race, can now belong to any class. You can play hafling paladins, dwarven rangers or anything else you choose. Any character, regardless of race, can belong to multiple classes. The 3rd edition removes limits on class combinations and maximum levels. It allows you to decide in which class your character will advance with each new level she gains. Best of all, your character gains all the skills and benefits of each level she gains in each class! You can decide, for instance, that when your 4th level wizard reaches 5th level she should take her new level as a fighter. She will remain a 4th level wizard and become 1st level fighter, adding the hit points, skill points, and combat bonus normally gained by a 1st-level fighter to her existing hit points, skill points and combat bonus. She can train as a wizard or fighter, or in another class, each time she earns a new level. Humans gain small advantages over non-humans when advancing in multiple classes.
Humans gain a small advantage in acquiring skills too. The 3rd edition divides the old non-weapon proficiencies into skills, which you can "buy" with points your character earns at each level, and feats, which your character acquires more slowly. Skills include more ordinary abilities like Climb, Swim, and Wilderness Lore. Feats include more extraordinary abilities like Alertness, Endurance, and Lightning Reflexes. The 3rd edition fully integrates skills and feats into play, making often-neglected ability scores more important. Your barbarian, for example, may find the Intimidate skill quite useful, but if he has a low charisma he'll find that it won't work as often as he might like.
The 3rd edition bases the results of virtually every attempted action on the roll of a 20-sided die (d20). You roll a d20 to determine initiative in combat, whether your attack hits an opponent, whether you successfully save against a spell, and whether you successfully use a skill or perform a feat. In the 3rd edition, the higher you roll on the d20, the better. A higher roll hits a higher armor class (which now sensibly rises as it improves), performs a tougher feat, gives you a faster initiative (which likewise rises as it improves), and saves against a more powerful spell. Unlike the old system, which varied between high and low rolls being better, the new system always makes high rolls better.
The 3rd edition simplifies combat by generally limiting the initiative roll to the start of each encounter and eliminating weapon speeds and numbered casting times; it complicates combat with rules on movement, surprise attacks, partial actions, attacks of opportunity and being caught flat-footed. I believe that players will tend to have the most trouble adjusting to the new combat system. After a cursory examination, however, I think they'll find the adjustment worthwhile...Dungeons & Dragons Player's Handbook: Core Rulebook I OverviewEach of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.

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The Crimson Talisman (Eberron / War-Torn, Book 1) Review

The Crimson Talisman (Eberron / War-Torn, Book 1)
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The Crimson Talisman (Eberron / War-Torn, Book 1) ReviewIt took me a while to finish this book, as another reviewer said, it is boring in many places. The book suffers from several over done cliches. At first everyone and everything is just too mysterious; you have a mysterious cleric leading a boy with a mysterious artifact on a mysterious journey where they meet a mysterious peddler and are chased by a mysterious evil knight.
Later, the book suffers from the "Show me, don't tell me" syndrome. The characters continually repeat the same thing over and over just to remind the reader of certain facts.
The book also fails as a Dungeons & Dragons tie in product. First, a D&D book needs to have reconizable aspects of the game within it. If I am halfway into the book and the Cleric has not cast a single spell, something is wrong here. Secondly, the author did not do his homework where Eberron is concerned. House Orien is a human house, a half elf would not have the Mark of Passage. The creator of Eberron, Keith Baker has pointed this out.
One thing more I would point out, while this book is part of a series of books; Thw War Torn series. They are all stand alone stories with the theme of recovery from the last war. Don't let this book stop you from looking at the other books in this series.The Crimson Talisman (Eberron / War-Torn, Book 1) OverviewThe first book in a series of high adventure novels set in the Eberron™ Campaign Setting.The Crimson Talisman is the first title in a new Eberron™ series that focuses onwar-torn souls that have known nothing but a world in chaos. Each book in thisseries will focus on the aftermath of The Last War, in which every realm ofthe Eberron setting fought a bitter and long-lasting battle.AUTHOR BIO: ADRIAN COLE is currently the Director of College Resources in a large secondary school in Bideford, England. He remains best known for his DreamLords trilogy as well as his young adult novels, Moorstones and The Sleep of Giants.

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The World of Warhammer: The Official Encyclopedia of the Best-Selling Fighting Fantasy Game Review

The World of Warhammer: The Official Encyclopedia of the Best-Selling Fighting Fantasy Game
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The World of Warhammer: The Official Encyclopedia of the Best-Selling Fighting Fantasy Game ReviewThis is a good book for someone new to the world of warhammer, but there are misspellings, and a few mistakes as to who does what. It has a good timeline which outlines what each race does throughout the history of the warhammer world. I would recommend this to anyone wondering what warhammer is about.The World of Warhammer: The Official Encyclopedia of the Best-Selling Fighting Fantasy Game OverviewGalland, a contributing editor to "White Dwarf", the official magazine published by Games Workshop, offers a fully illustrated guide to the phenomenally successful game of fantasy battles. 250 color and b&w illustrations.

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Marked for Death (The Lost Mark, Book 1) Review

Marked for Death (The Lost Mark, Book 1)
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Marked for Death (The Lost Mark, Book 1) ReviewMarked for Death is an entertaining and action-packed story--which is exactly what one should expect when reading a novel based in a D&D gameworld. The main characters are well portrayed and the author does an excellent job writing dialogue for the villains--the antagonists have reasonable motivations (and explanations) for their actions which is something you rarely see in a genre novel such as this.
The only flaws in the book are its length and a rough shift in tone from the novel's start to its end. In terms of length, much of the action repeats itself, as other reviewers have noted. In terms of tone, the first (and much stronger) half of the novel feels like the classic western, "The Searchers." This portion is a grim, grounded story that really grabs the reader. In the second half of the story, however, the action goes rather widescreen echoing one of the big action scenes of Attack of the Clones.
The two halves just don't fit well together and I wish that Mr. Forbeck had remained true to the Western feel that he so carefully crafted in the early parts of the story. That said, the good parts of the story outweigh the bad and I see real promise in this series.Marked for Death (The Lost Mark, Book 1) OverviewMarked for Death begins a new epic trilogy set in the world of Eberron, Wizards of the Coast's newest D&D® campaign setting. The Eberron world will continue to grow through new roleplaying game products, novels, miniatures, and electronic games.AUTHOR BIO: Matt Forbeck has written and designed games for more than 14 years, for which he has garnered several awards. His most recent title for Wizards of the Coast was Secret of the Spiritkeeper, the kickoff novel for the Knights of the Silver Dragon™ young reader series for Mirrorstone™ Books.

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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) Review

Heroes of Battle (Dungeons and Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement)
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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) ReviewI have been running adventures for D&D for years that follow more the style of game represented herein, not delving into dungeons on a regular basis but rather encounters in the world. A battlefield campaign is a great idea and Wizards did an excellent job of giving guildlines and rules for running these. The section on victory and recognition points, as well as promotion and decorations is by far my favorite out of this book. While not terribly large for a hard-back this book is packed with information ranging from the 60-minute army to a few new prestige classes (all five-level and very useful) and some new magical items and weapon/armor properties.
If you want to run a game of D&D that doesn't focus on crawling around in ancient ruins or goblin-holes all the time, but instead focuses on the glory and frightfulnes of war and surface skirmshes then this will be an excellent adition to your gaming books.Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) OverviewThe essential handbook integrating war and battlefield action into D&D® play.Heros of Battle™ provides everything one needs to know to play abattle-oriented D&D campaign. Players can build military characters with newfeats, spells, uses for traditional spells, and prestige classes. Information isgiven on tools specific to the battlefield, including siege engines, weapons,magic items, steeds, and other exotic mounts. Battlefield terrain aspects arediscussed with plenty of illustrative maps and new rules. Specific types ofbattlefield encounters are discussed in detail, and the book provides specificdetail on designing battlefields. DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoringRaces of Stone™ and Unearthed Arcana™.WILL McDERMOTT, former editor-inchief of Duelist and TopDeck magazines,has written a number of articles for Dragon® Magazine, but is knownprimarily for his fiction in the Magic: The Gathering™ universe, includingthe novels Judgment and The Moons of Mirrodin.STEPHEN SCHUBERT is a freelance writer whose previous credits includearticles in Dragon Magazine.

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Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Review

Lords of Darkness (Dungeons and Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
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Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) ReviewIf you play in the Realms and want to flesh out your villians, this book is wonderful. It's the same size and layout as Magic of Faerun, so that right there is a plus. Personally, i think the artwork is much better than Magic of Faerun, and some of the power groups detailed therein are quite intriguing. From the Daemonfey to the old Red Wizards, the book covers dozens and dozens of personalities, locales, and enemies to throw against your party.
If you don't play in the Realms, the book is not as useful, but it is still GRADE A gaming material that could have pieces used in other campaigns. It seems like WOTC is pumping all their best talent and money into the FR series, which is fine by me, but it means that some other lines end up lacking (like the class supplement books).
Yes, the book is very pricey, but for a DM who wants a whole slew of villians, monsters and plots, it's worth the money.Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) OverviewEvil Powers Threaten FaerunSinister cabals plot in shadows, while merciless armies gather for war. Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

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Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) Review

Races of Destiny (Dungeon and Dragons d20 3.5 Fantasy Roleplaying)
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Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) ReviewRaces of Destiny is the newest offering from WOC. It contains information on playing humans, half orcs and elves, a new race of humans the llumians and information on new feats,spells and prestige classes.
The first 30+ pages are on the humans. I was expecting more than a primer on humans, such things like that they play games and have a larger variety of troops than some of the other races. I was looking for more cultural things like some of the items from the old al qadim setting like not sitting in front of someone with your soles of your feet facing your host, or not eating with your left hand. There was none of that. The next 15 or so pages deals with the half orcs and half elves and their outlooks and physicology.
The Illumians are the next 70 or so pages and actually they look somewhat interesting. They are humans with more advantages. They have sigils which gives them more abilities or protections or something. If you are looking for something new for your campaign they might do the trick for you.
The feats that are listed are primarly focused to the races and some looked interesting like roof stride which allowed you to move along roofs at a higher rate of speed.
The spells looked interesting at first but didnt seem as well thought out after thinking about it. There are insignia spells which could be used for city guards or milita. The insignia spells are simple spells with the ability to be cast on multiple people at the same time. There is a spell that gives +1ac bonus plus a +1 fort save. The problem is that the spells only last minutes per level, not some that I would see would be particulary useful in a search pattern. Another spell creates a mazelike enviroment for some body invading the city to confuse and split them.
The prestige classes arent very exciting, of them the urban soul looked somewhat interesting and I might use it with several changes.
The most disappointing part was the city section at the end, again I was expecting more than was delivered. It was mostly a series of tables that could either be random or picked. I was again looking for more color that could be used in making each city more unique.
There is also a section on some of the other races such as assimars, teiflings, half-ogres.
This book in my opinion is very weak, the illumians are the most interesting part of the book. There are a couple of feats and some spells that I would use but for you folks take a long look before you buy thisRaces of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) OverviewA new sourcebook detailing humans, half-breeds, and exotic almost-human races for the D&D game. Races of Destiny provides Dungeons & Dragons players with an in-depth look at humans, half-orcs, half-elves, and other "almost human" exotic races that populate the D&D world. Often more strange or bizarre than completely distinct races, these half-races showcase the unusual combinations of abilities and cultures possible in a fantasy setting. This sourcebook includes brand new races, new rules, feats, spells, and magic items attuned to each race. The book contains material for players and DMs alike, including new prestige classes, rules for interaction between races, and a wealth of cultural information.

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Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Review

Races of the Wild (Dungeons and Dragons d20 3.5 Fantasy Roleplaying Supplement)
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Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) ReviewRaces of the Wild is the latest from WOC for their races line. It includes information and stuff about elves, halflings, raptorians and other races.
The book opens with the elves. It has the standard format of the other race books. It deals with lifestyle, philosophy, elves at war, culture and assorted other things. We get a section on the elvish dieties, some familiar some new. One of the new ones is named Vandra Gilmadrith, who is the daughter of Corellon Larethian. She is the wargodess for the elves.
The book has a section of elvish language and a naming chart which is nice. The elvish section seems to be a rewrite of the old elves handbook from the 2nd edition with a significant amount of new information.
The halfling section is organized in the same manner as the elves. The previous reviewer is correct in saying gypsy halflings which seems odd for most of the race. The pc halflings are the adventurer types while the race is a at home body.
There is one new diety for the halflings. Her name is Dallah thaun and is the diety of mystery. There is also a section of halfling phrases and a chart for creating names and places.
The raptorians are the new race introduced. My impression is that of quasi cat/elf with wings. The raptorians cant fly initally but can glide or have an assist in jumping. They have a nest culture. Every thing is from the nest but they spend significant amount of time away from it.
This race seemed to me kind of ho-hum. Earlier editions of D&D had a race called the winged folk who where elves with wings. This race seems very similar.
Next is a section on other races the catfolk(from the miniatures hand book I believe), as well as centaurs, gnolls, and another race the killoren, a race of fey. There is information to play these races as pcs also.
The prestige classes are next. Most of them are race related like the champion of Corellon, you need to be a elf. The one
I liked was the luckstealer, its for halflings but I will allow this for humans(I have a deity of luck in my campaign).
There are new feats, again mostly race related. There are tactical feats also. Tactical feats were introduced in the complete warrior. Again these feats are mostly race related.
A new list of gear for these races to use like the wildwood armor for the elves which has modifiers for max dex, armor check penalties and ac depending on the type of armor bought. There are new magic items like the swordbow which can be used as a bow or sword and if magical retains the same enchancement either way.
New spells and psionics are next with a new cleric domain for the raptorians.
The last part of the book covers campaigns and some beasts for the wild. There is an elvish hound (cooshee)rewritten from older editions.
In all this book was ok. I did like it a little better than the other two race books, but agree with the previous reviewer that it is primarily for completists and not necessary.
Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) OverviewA new D&D sourcebook detailing various races that dwell in wilderness.Races of the Wild™ provides Dungeons & Dragons® players with an in-depth look at races that live in the wildest areas of the D&D world. It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.AUTHOR BIO: Skip Williams is currently a freelance RPG game designer.He co-authored the core rulebooks for the Dungeons & Dragons RPG and wrote the adventure Deep Horizon™. His most recent credits include Draconomicon: The Book of Dragons™ and Book of Challenges™.

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The Quintessential Elf (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Review

The Quintessential Elf (Dungeons and Dragons d20 3.0 Fantasy Roleplaying)
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The Quintessential Elf (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) ReviewI must admit elves are my favorite fantasy race, so for me buying this book was a no-brainer. I was very pleased with what I found. It has three new elven subraces and pc stats for all the elven subraces in the Monster Manual(including drow). It has lots of equipment elves use and many prestiege classes for them to join. The thing I like best is the rules for elven high magic! Add in new feats, new combat styles and an in-depth look at elven culture and this book is a solid buy for any D&D fan, and, if you like elves, a no-brainer of a purchase.The Quintessential Elf (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Overview

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Everything I Need to Know I Learned from Dungeons & Dragons: One Woman's Quest to Trade Self-Help for Elf-Help Review

Everything I Need to Know I Learned from Dungeons and Dragons: One Woman's Quest to Trade Self-Help for Elf-Help
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Everything I Need to Know I Learned from Dungeons & Dragons: One Woman's Quest to Trade Self-Help for Elf-Help ReviewThis book has just enough D&D to warrant the title, but it is more of the author's experiences and thoughts on stuff than a book about the game. The D&D references usually branch off into light-hearted (in a heavy hors d'oeuvres sort of way) examinations of subjects such as spirituality, commitment, and fashion. Often funny and always witty, it definitely touches on her relationships with others: pets, co-workers, her boyfriend, random psychotic children on Big Wheels, and, especially, her mother.
What gives the book it's real charm to me, though, is that underneath all of the humor, wit, and sarcasm, there is an honest examination of self going on in it as well. If you are interested in a well-written, funny book with a little bit of "self-help" sprinkled in, then by all means, buy this book. It is good enough, smart enough, and, doggone it, I think you will like it. Any interest you have in D&D will just be the cherry on top.Everything I Need to Know I Learned from Dungeons & Dragons: One Woman's Quest to Trade Self-Help for Elf-Help OverviewWith tongue-in-cheek humor, the creator of the award-winning Confessions of a Part-Time Sorceress takes on the self-help section, proving that the benefits of the Dungeons & Dragons® game goes far beyond simple entertainment.

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World of Warcraft 2011 Spring Class Starter Box Review

World of Warcraft 2011 Spring Class Starter Box
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World of Warcraft 2011 Spring Class Starter Box ReviewPlayed a few rounds with coworkers and we had a good time; I like all the references to the actual MMO game, too!World of Warcraft 2011 Spring Class Starter Box Overview

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Nissa's Chosen - Zendikar Common - Magic the Gathering Review

Nissa's Chosen - Zendikar Common - Magic the Gathering
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Nissa's Chosen - Zendikar Common - Magic the Gathering ReviewJust like I said, this is great for an elf deck. It goes back to the deck rather than the graveyard, and if you happen to have a Nissa Revane, that makes this card infinitely more useful.Nissa's Chosen - Zendikar Common - Magic the Gathering Overview

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Satheras, Elf Warlock RPR 03381 Review

Satheras, Elf Warlock RPR 03381
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Satheras, Elf Warlock RPR 03381 ReviewWorks perfectly, looks hardcore, and is durable as any metal miniature. Works in my gaming group very well and is one of my most prized miniatures now. If you like creepy wizards, this mini is perfect for you!Satheras, Elf Warlock RPR 03381 Overview

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