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224 pages, 2005, $34.95
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Content
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17
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Organization
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16
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Consistency
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16
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Intelligibility
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16
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Overall
16
Solid Hit
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Review Scoring
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The Advanced Player's Manual provides new and expanded
options for d20 gaming designed to push the limits of the rules back by removing
some of the roadblocks in the basic ruleset. This is accomplished by adding a new
ability score, options for races, classes, alignment and skills, rules for mass
combat, rules for spells and an assortment of other minor tweaks.
The Luck ability, introduced in the first chapter of the book, provides an ability
score to handle those situations that are not handled efficiently by the original six
abilities. This ability can be used to spice up game play by measuring a character's
luck at performing a skill untrained or other random events within the bounds of
a typical campaign.
Chapter two covers options for tweaking the core races. Like the rest of the book
it is designed to give the player optimum control over the character, with minimum fuss.
The third chapter introduces six new character classes: the eldritch weaver, evangelist,
scout, spellmaster, thanemage and warpriest. Each one of these classes provides
something new from the eldritch weaver's "thread" spellcasting to a spellmaster's
never-ending supply of spells to the thanemage and warpriest's mix of magic and physical
combat abilities.
Chapter four provides new takes on using the base skills provided in the core rules while
chapter five provides new feats, mostly tailored for the mass combat rules provided
chapter seven. The sixth chapter provides a new take on the character description, from
rules for randomly determining starting ages for new races two several new takes on
alignment, including the ability to convert alignment to a score that can be used
similarly to ability scores.
Chapter seven covers mass combat, one of those situations that is not covered well
by the core rules. These rules are very detailed, but can be a boon to any Game
Master wanting to involve the player characters in the fringe of a battle between
large armies or in the heart of one.
The last chapter of the book provides new spells. These are useful to any mage or
cleric, but are essential for the eldritch weaver's thread spell casting. Rounding out
the book are two appendices. The first is essentially a reprint of some of the
information found in Green Ronin's Psychic's Handbook. The second appendix
provides unit stats designed to make chapter seven's mass combat rules easier to
implement in a campaign.
For gamers looking for ways to tweak and modify the core rules for those situations
that always come up unexpectedly in campaigns, from the luck factor to mass combat,
the Advanced Player's Manual provides the keys to making the game more
flexible and more importantly, more enjoyable.
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